Replaced the white dev textures with a lower reflectivity version as well as tweaking the lighting and HDR settings in order to practically ensure that the map's lighting is no longer too bright.
Very very minor changes gameplay wise, added a railing to the walkway next to the middle point so players won't fall off as easily, moved a few props around, fixed the lower blu spawn door clipping into the floor above.
This doesn't mean I'm honing in on this design, though. I still have some crazy layout ideas I want to test out in future versions. However, I think getting the lighting to an acceptable level is a more important priority, since it can be difficult to tell if an issue with the map's gameplay is due to layout/logic or players not being able to see.
As of right now I'm fairly happy with how the map plays, but it is a bit simple, and I think all 3 routes essentially being long hallways isn't ideal. Mid is fun to fight in, and I think last is decent, but the areas in between kind of feel like liminal spaces, and I'll be looking to fix that in future versions.