Nice work on keeping the map neat and streamlined! Kodus for good optimization.
I haven't played it yet, so all I can offer is feedback from running around.
As far as layout, I would say it's a great design. I found my around the map very easily right away. I did notice a few tweaks I would like to suggest. I like the upper middle area, it's a shame there's no access to it from the 1st floor of the outer main area. Would be real nice to have a way up there with out having to run all the way back into your base (or theirs).
Maybe add a ramp here somehow?
see image:
I also see a potential issues with the fact that an SG can cover all 3 doorways going into the intel room. Might be a bit too strong for defense. There's a million ways to "fix" this. Add a small side path (maybe roof access, or a tunnel etc). Or give the attackers some cover, maybe a bookshelf that a demo can lob nades over etc. Something small and subtle would sufficient.
Something is wonky about these glass pieces. For one, the very corner edge is missing the red framework. But, I also think they might be too strong of cover. Maybe if they weren't so tall?
In my book, this is a big no no. An SG can shoot into the spawn room....from the main fight area!
Another main thought going through my mind was, You could make it a lot more sky-ish. I know you're still devleoping the map, but I want to point out some thing I think would work towards your intended skybase theme. The Intel room ceilings could be a big glass dome as to allow the players to see more skybox. Also was thinking it would be awesome to have other bases floating in the sky in the 3dskybox. That would give it some more depth. Also, I think there are cloud cards for the 3dskybox. I think if you added fog and some moderate wind sounds would make it even better.
get rid of this view obscuring wall. add 3dworld of floating bases! :thumbup1:
Open up this ceiling so we see more sky.