Insert obligatory warning message here:
First off Fish, i would like to say, for all the faults i saw, i saw so much more potential, this map has the makings of a great map, in fact it has the makings of about 4 great maps
.. you seem to have fallen into the n00b trap of, your vision exceeds your capability to complete.. seriously, i am not even sure that i found everything this map has to offer, its just so freakin huge
..
its as if, you attempted to recreate an entire city, instead of a DM map... if it is possible, i would try hard to subdivide it into more manageable maps, and in this way, make it less of a burden on you..
anyways, lets see how badly i can discourage you today.. as usual i will mostly focus on what i feel needs fixed.. hopefully other sets of eyes will follow suit.. as i said, i see so much potential, i would like to see some portion of this map completed 

this walkway, extends behind me between the two buildings.. it looks OK behind me, but the ledge here looks wrong.. you need some sort of a transition, about where i am standing i suppose.. possible a guardrail also


light 1 looks great, light 2 looks out of theme/character to the map

another one of those no fuel consuming fires
my advice, reduce the fire to a slow trickle, and put some smut on them

dark, so dark that i cannot even remember why i took the screen shot.. perhaps its only dark, but i honestly cannot recall

door opens backward, not a crime, but funny none the less

didn't really notice, till i got here, but those lights are really huge, when compared to the tunnel beneath.. the tunnel, is of normal dimensions, so comparing it to the light, gives you some notion of the sizes involved

the large open areas, have much potential, for some quality fragging, but the dim lights.. i know its night, but didn't anyone pay their electric bill

more dark, and again, i cannot recall why i took the shot.. possibly only due to the dark

OOppss wrong render mode

yup its dark again, but in this screen i remember.. its a very long line of sight, and almost nothing to account for the 600+ r_speeds.. i found many long sight lines throughout this map.. another common malady of the inexperienced mapper.

this door is much to small for a fast getaway, and leads to a hole.. nothing more.. yet i assume

i may not have mentioned this yet, but the plant life throughout this map is superb.. its actually the highpoint IMO.. they alone set the atmosphere.. i prolly didn't get enuff examples of what i mean, but the plants none the less make this map worth looking through..

any time you fall down steps, or a ramp, it is too steep, these steps are much to steep IMO

i know its not apparent from the screen shot, yeah cause its too dark, but i actually favored this area best.. i like the architecture, and it is one of the reasons i feel the map needs finished, most time i just write off a map this big, cause i know that most times a new mapper will be overwhelmed, once someone more experienced, begins pointing out the shortfalls in their hard work.. but seriously, i think this map can be fixed.. and architecture like this area is my proof

and then fishy said "LET THERE BE LIGHT" and there was light.. isn't playing god just wonderful..

another very interesting area.. has some vertical potential..

now i am confused, i know the map compiled, the light variations mostly tell me so, but how did this HOM get here?? its not a hole, so is it possibly an invalid solid? or maybe a null texture??

the entrance leading to the HOM

endless stairwells, almost added IMO just to connect the over sized map together with... large, or overlarge maps always suffer from connectivity issues, and without these endless halls and stairwells you couldn't get from place to place..
IMO if you must build an endless corridor, its a sure sigh, you either built it to large, or you planned your connectivity wrong beforehand.

wrong render again

a very,very long corredor

this area, seems an entirely different theme, and would make the beginning of a totally different map.. combining the two, needlessly increased the maps dimensions.. its not by any means, a bad area, its just not needed to the map above ground.

more of that awesome architecture.. don't misunderstand, i have seen better, but not usually from so new a mapper.. very nice indeed

an alcove of crates

another endless hallway, i assume.. its to dark and i cannot recall

more of that secondary theme.. this area would go so well, in a separate map.. sadly, all it does here is bloat the map..
as i already stated, i see so much potential.. i hope the author takes it to heart and subdivides this map a bit.. it sure would be a waste to scrap it now..
nice job fish 
[addsig]