CTF-NRMC-Gravitation
Pretty cool map

Great idea, nice execution - lots of nice touches and details particularly the lighting and steam spurts in the buildings (but also the jump pads and the pickup bases) and the overall texturing and general ambience leads to the creation of an interesting and unique 'place'.
As often happens with jump pads, they don't always work precisely:
Jumping from A to B sometimes results in landing on the platform as indicated by the arrow and not on the jump pad
Grav1.png
Jumping from A to B sometimes results in landing on the platform as indicated by the arrow and not on the jump pad
Grav2.png
Jumping from pad A to the platform B results in quite a lot of self damage - enough to kill you if done twice so somewhere around 56HP.
Grav3.png
Some things noted by sektor's MapGarbage tool that you may wish to have a look at
UnReachableNodes: PathNode70 looks much over ground for normal Human Size, check it.
UnReachableNodes: LiftExit28 looks much over ground for normal Human Size, check it.
UnReachableNodes: TranslocStart0 looks much over ground for normal Human Size, check it.
UnReachableNodes: TranslocStart1 looks much over ground for normal Human Size, check it.
UnReachableNodes: PathNode83 looks much over ground for normal Human Size, check it.
UnReachableNodes: PathNode84 looks much over ground for normal Human Size, check it.
UnReachableNodes: AlternatePath14 looks much over ground for normal Human Size, check it.
UnReachableNodes: AlternatePath15 looks much over ground for normal Human Size, check it.
UnReachableNodes: PathNode71 looks much over ground for normal Human Size, check it.
NoIncomingPath: InventorySpot1830 is not having incoming connections.
NoIncomingPath: InventorySpot36 is not having incoming connections.
NoIncomingPath: InventorySpot1349 is not having incoming connections.
NoIncomingPath: InventorySpot3865 is not having incoming connections.
NoIncomingPath: InventorySpot4035 is not having incoming connections.
NoIncomingPath: InventorySpot169 is not having incoming connections.
A lot of the lights are placed very close to another light - perhaps the overall number can be reduced without any loss of quality/effect?
TestingPotentialSpamCopy: For AlternatePath4 has been found a very closer to AlternatePath8, that means a sort of copy for AlternatePath4.
TestingPotentialSpamCopy: For AlternatePath5 has been found a very closer to AlternatePath9, that means a sort of copy for AlternatePath5.
TestingPotentialSpamCopy: For AlternatePath6 has been found a very closer to AlternatePath20, that means a sort of copy for AlternatePath6.
TestingPotentialSpamCopy: For AlternatePath7 has been found a very closer to AlternatePath18, that means a sort of copy for AlternatePath7.
TestingPotentialSpamCopy: For AlternatePath8 has been found a very closer to AlternatePath4, that means a sort of copy for AlternatePath8.
TestingPotentialSpamCopy: For AlternatePath9 has been found a very closer to AlternatePath5, that means a sort of copy for AlternatePath9.
TestingPotentialSpamCopy: For AlternatePath10 has been found a very closer to AlternatePath11, that means a sort of copy for AlternatePath10.
TestingPotentialSpamCopy: For AlternatePath11 has been found a very closer to AlternatePath10, that means a sort of copy for AlternatePath11.
TestingPotentialSpamCopy: For AlternatePath12 has been found a very closer to AlternatePath13, that means a sort of copy for AlternatePath12.
TestingPotentialSpamCopy: For AlternatePath13 has been found a very closer to AlternatePath12, that means a sort of copy for AlternatePath13.
TestingPotentialSpamCopy: For AlternatePath18 has been found a very closer to AlternatePath7, that means a sort of copy for AlternatePath18.
TestingPotentialSpamCopy: For AlternatePath20 has been found a very closer to AlternatePath6, that means a sort of copy for AlternatePath20.
VoidCheck: SmokeGenerator13 looks placed into void (probably OK - perhaps just check this?)
WallHitting: PlayerStart23 is facing a closer wall, a rocket fired too quickly might be damaging. (just check this?)
ZoningChecker: ZoneInfo1 and ZoneInfo10 share the same zone
[DefensePoints are unbalanced]
DefenseChecks: Map has 6 DefensePoint Actors for team 0.
DefenseChecks: Map has 4 DefensePoint Actors for team 1.
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