Feedback I...
Pathing
To start off, the map actually does not really need any fixing and could be called final as it is IMO. Wonderful sky portal, and lighting, interesting layout that the bots on hardcore play well. But I have a few idea / suggestions that might or might not have some merit.
General thoughts (things I always look out for in maps), the paths on each level (i.e. upper, middle, lower):
Are the paths continuous? Can I stay on this height level or am I forced to change levels? I.e. JPs usually break up this flow, APs speed up the flow on that level, or allow fluid transitions from one level to the next.
On paths: I really like the
upper path level in this map... nice and sunny, you have many paths, and several alternate paths. The
middle path (above water) IMO is too cut off, you can basically run the RA room in a circle, and then move around a bit in the central area. You cannot stay on that level. The
lower level (water) connects the 3 areas LG, Quad, and main arena. But you cannot e.g. get to the LG pool directly from the main arena pool (not sure you need to though).
Premise: Gut reaction for me is, I hate water, its slow and "wet

, and I feel vulnerable and trapped". So I usually totally avoid that area. But concerning pathing one would probably need to combine middle and lower path to get around in the lower areas of the map. OK, enough babble, some practical suggestions:
- [lvlshot]http://aeons.poweredbylasers.com/tmp/mapping/misc/solar_pathing.jpg[/lvlshot]
a) I would really like to see your wooden planks placed across the gap to the TP. IMO, that would not only look good (interesting deco + shadows), but also help the bots actually reach the teleporter. Your less skilled players will also appreciate this. One narrow plank should do the job, plus bot clipping to help them get to the TP.
b) In the Quad pit, when you surface, you are basically trapped in this area (if you do not consider using the underwater path or want to leave via RA area. I think another wooden plank, on the wall under the fan, would be great to help folks RJ (rocket jump) out of that "pit", to make it possible to directly reach the upper level.
c) The path to the PG has a "break" in the railing, letting you jump down into the stairs below. Placed in the way indicated in green, 3 planks would allow a shortcut over to the TP. The current path to the TP, IMO, is not used that much, though the YA is an incentive to take that route.
d) Every time I see your "indented" wall decorations in this map I hope to find another path
... a bit disturbing. Instead of c) a path from the PG to the TP might be an option (don't really favor that idea, but mentioning it just the same, I would prefer c)).
e) On middle paths... the little gray ramp, right of main arena, on the middle level (above the water line) suggests that there could or should be a path through the two ventilators in the wall. The idea could be to create a mid-level connect from the main area to the LG arena creating a third way to get into that arena (1. water, 2. JPs, 3. mid-level "tube connection"). Presently you have the take the fast but long, JP route to get the the LG arena "quickly".
1) Alas this mid-level ledge presently is only used for a JP. With e) it would become the start/endpoint of a mid-level "run". Maybe.
2) Just occurred to me a plank at the northern wall, could let the player get to the RG from the TP area a). Might be interesting to have that alternate path to get to the RG. Presently you have to take the long round-about yellow path, or you rocket jump.
Flatter Water: Another idea for the more water-phobic player could be to use "flat" water (like for the RA), to then create a continuous path on the mid-level. That's something I would probably do, no swimming, and yes it would be a much work...
There are probably very good reasons to not consider any of the above, but it is fun to speculate on alternate additional paths. I am definitely hoping for
a) and
b)... maybe c) and 2). The break in the wall e) might really get ugly.
Next: Very minor correction suggestions.