I liked the aesthetics in this map. It was fairly dark and the lighting there was added a layer of tension to things. I particularly liked the different trader rooms.
I wasn't so much a fan of the actual level design. Waves trickled in, even at wave 8, and we were constantly spending ~5 min at the end of a wave hunting things down. At one point the game just dumped 50 specimen and ended the round.
I liked the detailing with the lab parts. The floors, ceiling and spawn points were well designed. The room layouts themselves though were a little repetitive. People were getting turned around a lot because the largest rooms looked alike. The layout was different but the texturing and lighting made it hard to tell them apart.
We ended up camping in some of the largest rooms and in the corners of corridors. It was fairly easy to kill the majority of the horde because you had so much time to shoot at them. We did have some hairy moments when we were in transit and parked next to a spawn point, but camping was fairly easy.
Overall it was a good map, but the size and the large rooms and corridors had a negative impact on difficulty I think.
Small things, nit picky things-
-Some of the textures could be resized. I'm thinking of the stairs leading up to the trader, which looks out through the control room specifically.
-The railings in that same room seem to have no texturing or lighting. I'd replace them static meshes rather than (what looks like) brushes.