@Pikko : Yeah

I felt something was missing and I thought I'd share it to get some feedback. (I forgot to put the map files in the post until now.)
@papercoffee : I thought I did post the files until now. The screenshots were taken before I put some basic lighting. You can check it out now.
@OjitroC : The textures are from Serious Sam: Revolution (Although I only played The First Encounter). I don't where to get new textures and I wanted something new.
The map is big enough to host up to 32 players (It's a lot, I know.) and I always try to put a PlayerStart closer to a weapon, so whenever a player spawns, there's a good chance that there something he can defend himself with.
One issue with large maps is getting the bots to use the whole space and avoiding the concentration of action in a very limited number of locations. This can be addressed by the distribution of Starts and items, and by the pathing.
There will always be that one spot where all the bots go there and fight lol
One point to consider - if you feel that the map doesn't play well, then why do you think that? What is it that leads you to feel that? Analyse that and see if you can address those factors that lead you to that conclusion.
Now that the map is available, check the "first floor" (where the large pool is). You can feel that the floor is too "linear", there's isn't too much variety to it, just a room followed by another room.
I like the fairly novel way of moving between the ground floor and the upper level in the centre of the map - don't know how well bots would cope with that though?
I need something at the bottom/middle like Big Keg O'Health and some ammo/weapons really close to it as well (at least how I think it works, entice the bots. :p )
As for X-pak4.utx, it was only used when I first started making the map (the huge first brush). No matter how hard I tried to remove it (replacing it, or trying a command like texture cull) it always requires it.
Will definitely add some bot paths, I'm more concerned about lighting and overall design.
Thank you!
@Aspide : Thanks man! I really apperciate it!

Well, I haven't put any bot pathing except a few PlayerStarts. It's also difficult for lighting the entire map the way you want, the larger the map, the longer it takes to rebuild the map and see the results. It's a process where you try, see how it looks, re-adjust then rince and repeat...With this map, it became frustrating to try and change something in it. As for the skybox, I tried to stretch it a little bit but it didn't work. I'm not sure how to fix it.
@EvilGrins : Map is accesible with *lighting*. I warned ya, it's...bad lol
@sektor2111 : Well I wanted it to mean like you go "up" if you know what I mean (like you can swim and you go up.)
This reply is too long. I'll answer others in another one

Thank you all!