Hey fKd, IDK how I missed this thread for so long. Must be the other thread that looks identical to this one that confused me. I've been catching up on your discussions with AEon. Some of these changes seem pretty unimportant for an alpha. I'm not saying they shouldn't be suggested, I just think there must be bigger and better floorplan changes out there to be found and tested before we get into all that.
Having played the latest update (AEon's edits) for a while, I have two major problems with this layout so far.
1. I think this map suffers terribly from the "swiss cheese" effect. And no, that's not because of the color of the textures

. What I mean is the map has too many connections. I found myself frequently losing my bearings, not because I didn't know the layout, but because you have so many junction hallways that all look so similar. I honestly think many of these hallways are superfluous. The map would survive, and even benefit if they were taken out completely and you scrunched the major rooms together in their place. Take a look at this picture:

Starting with the red outline (the room with the QUAD, LG, and medkit), Imagine taking the whole thing and moving it over to the left until it hit the RG room, and the RA room overlapped the small junction room to the side of it. This would simplify things greatly by giving that redundant hallway junction more purpose and speeding up gameplay.
Same with the green outline. These hallways don't show any purpose to me - am I crazy? Why not get rid of them all together and bring the RL/Haste room closer to the center of the action? You can still keep your figure-8 layout, it'll just be tighter.
2. This second problem is also a result of the extra hallways: Things are too spread out here. The gaps between rooms are unnecessarily long. Respawning is really brutal because you have to first pick up a weapon off to the side of a fairly large room, and then spend so much time running to the next one looking for someone. If you made the changes above, your main hallways would be a lot shorter and thus more effective to use. Take the S shaped hallway that runs through the bottom layer of the map (the one with the 50 and the YA at each end). I like it a lot because it puts so much emphasis on the figure-8 layout you have here, but it's just too long. Standing injured on the ground floor, I can see a 50 or a YA that I want to get, but it's frustrating that they are a mile away. If the rooms were more compact, it wouldn't suffer so much from spanning the width of the map like it does now.
So those are my biggest floorplan suggestions. I'll see what you think about them and then post some of the less significant stuff based on what does/doesn't get changed. Before I go, one quick item suggestion: having items on crates (like the QUAD and the 50) can be really tough on bots. With so many other players in the map, I felt a little cheap having health and even a power up sitting there waiting for me whenever I wanted.
Later,
-pat