I had a chance to look at this for a bit tonight, and while I like the overall look you've started, and the brushwork seems cool, I'm not crazy about the layout at all. Moving around the map feels a bit clumsy, and there are a lot of dead-end feeling areas IMO.
Suggestions/Observations:
1) The LG and RG areas are very dead-end, especially after getting slammed in there by the launch ramps. Maybe tone down those ramps a bit so air control will allow the player to either go high, or go low if the weapon is gone? There's really no place to go except back down/out once you're up there. How about connecting those two areas with the rest of the map in another way? Like maybe...
2) How about a connection from those rooms through to the outside rooftops right on the other side of the wall, since those rooftops are sort of useless right now anyway (IMO). Also maybe make the jump from the rooftops back over to RL a *little* easier? It's slightly tricky right now. Also, I'd consider connecting those two rooftops on into the tele-dest area, since it would be pretty easy to just set up camp up there and wait for your opponent to pop through the teleporter...if you don't do that, at least make the floor there into a shoot-through/see-through mesh or grate...
3) The jumps from LG/RG back across the water toward GL are kind of awkward too--it would be nice if there was maybe a bit more breathing room there? Even 8-16 units on each side of those openings would be nice...
4) I like the tele up to RL, but I would consider switching GL<-->RL. That's a great spot up there to rain down grenades.
5) Needs more armor!
fKd wrote:in regards to only having 1 AY. im of the opinion that it will make it something to fight over. hence it is in the middle of the map. does this not work in duels? should i have 2? 1 at each end to add a level of map ownage?
One armor is usually a bad idea. It becomes easier to control if one person gets the upper hand, and that person tends to keep the advantage. One "power-item" in a map is almost always a bad idea. You should
at least have two, whether it's two armors, or an armor plus a MH.
My first reflex would be to put an RA back in that watery floor-level area of death right in the middle with nothing in it--maybe even stick it in an alcove sunk into the very back of the room to make it a little more dangerous to grab--and then move the YA...somewhere. Maybe an area above GL that can be reached jumping from the current RL spot or via jumpshafts up the back of the current GL room? Or both?
This is all just my opinion, and off the top of my head as I'm running around the map and Alt-Tabbing back to Q3W, so feel free to tell me to bugger off.

I didn't really intend to write so much...