Let me start by saying first: I think this map actually has some potential.
I realize you have
some kind of theme going here, but I'm still not totally sure what it is even though you explain it in the description,... but I like it! I also realize that this map is only 80% done, and you're still working on it.
(NOTE: I hope you can take some criticism, because I have some nasty things to say, but I think they will help in the long run)
With that said, this map can go a long way IMO, it just needs some fine tuning. Let's say I'm a HL2DM player who stumbled upon your DM server and downloaded this map with no previous assessments about it. I would have no idea it was located in the middle of a desert. But you would have me believe so by looking out of this window:
I think not! Can anyone else tell me what the first thing that comes to their mind when they look at this picture? I assure you it probably wouldn't be anything desert-related. Point is: make your setting horribly obvious. While I can see where your coming from, those ziggurat-like structures just don't cut it. For all I know I could be on an alien planet or in a prison compound. Let's move on...
<DIV class=quote>
<DIV class=quotetitle>? quoting
pig Popper</DIV>
<DIV class=quotetext>"[The layout] basically consists of 9 squares and dividing walls seperaing the play area." </DIV></DIV>
Let me point out that that idea about level design is bad. "hmm, let me make some spaces and figure out what to fill them with!" No! Please don't do that; instead, let's think about how each space works with one another. Let's say you started building the map with that laboratory space with the purple lights:
(the one that stands out like an eyesore). What is its purpose? Why is there purple lights? You wanna talk about gameplay? Well here's one for ya: The purple lights are supposed to attract players to the location; yes? Well why attract them when there's nothing there. I mean, I'm suggesting you get rid of the purple lights either way, but if you're gonna make an area stand out from the rest, then it should carry some reward for players going out of their way to explore it. For which here, there is nothing. Just a nice little view into a laboratory. (The laboratory BTW, is ok, and I'm assuming you were going to use the chance to post a picture of your website on the monitor? Either way, the lab is just an empty space with a bunch of models from HL2 stuck in it. It's blately obvious. I suggest you take the time to add some interesting architecture around the ceiling part, otherwise, it will remain a boring room and a waste of time for player's to poke their head in the window [cause we've all seen those models before, so you're not really impressing anyone here.] Give the player a good reason to look through that window or just take it out altogether. I think it would be interesting to see some cool moving parts to a neat machine. How about a pump that was clearly broken while trying to pump out the toxic gasses?) Back to the purple room. Why is it there? Why is that window boarded up? (is that a window? Because there is not a matching hole on the other side of the wall.)
I will say that the map is quite boring. Other than the various buttons to press, this map doesn't offer much. I believe it is most exemplified here (the purple room), in this room, which you used as your second picture in your map description. It is just an empty box filled with props and brush built tables meaning to resemble props, which won't fix it. You need some kind of scene in here, or otherwise some interesting architecture. I must sound like a broken record by now, but I really do believe this is what your map needs the most. A-matter-of-fact, The only things that I really like about this map, are A.) Your idea for a setting, and B.) this picture:
Which is why I bothered downloading it. I must admit, that after experiencing that area and then checking out the others, I was sorely disappointed. But I don't think all is lost, because you do have experience on your side, and I've seen your other works, but this map has potential to become your best (released) work yet. I think it needs more detail. And I'm not talking about with models; I mean for more cool architecture like that room in my last picture. I understand that you probably have gameplay as your top priority, but let's think about setting a little bit more.
Setting is easier to work with in multiplayer maps because things are normally static. There aren't npc's to fool with and there's not a living world within the confines of the arena, so it's ok to have abandoned city blocks and empty living quarters. It's all explained through the setting. But here we have an active setting as I like to call it. You have the gas currently occupying areas of the facility which are obvious to view. (+ 1 in my book) This creates suspense, and I think you can use it to your advantage. Look for areas to cut off temporarily. I understand this is a small map, but It wouldn't hurt to expand it a little. Let's see areas that explain a little about what kind of secret the base is holding. Explain why there is toxic gas in the first place. (do headcrabs produce a toxic gas in their fart?!? I dunno, explain it!) This is what will denote you as an excelled mapper. You've come a long way, now explore it a little bit more. Open the door to level design. You must meld gameplay and setting together. So like I said in the beginning: think of it more than just "walls separating the play area." You have a lot to work with here. Give those walls purpose!
Sorry, I'm rambling here, I got to get to bed. I wish you the best of luck
Oh! and by the way,
here is a zip file with some reference pictures that I think will help you. They're from the collection I've made over the years from searching online and from my camera. Hope it helps with making ideas about architecture for some areas.
-Riven