Ah, thanks. I initially wanted to barricade that but forgot to remove the invisible wall. I also left a huge blue pillar in the map, which has to be removed.
And yes, it's a lot easier than the stock maps, except maybe KF-Farm.
@Bej-Bej: Allow me to be blunt myself: I agree.
It's futuristic looking because it is inspired by Metal Gear Solid 2's "Big Shell". It isn't just inspired by it, but it's an homage. This means it doesn't fit into KF 100%, I agree, but that's the way it is. I hope players will be happier about seeing something different than they are upset about seeing something unfitting. Of course that's up to every individual.
The walkways can't just be turned into StaticMeshes without ruining the lighting. I'll see about the pipes at the bottom. Making some of those semi-solid is a good idea.
Lacking in detail: Also true. My half-assed explanation for this is, I set the rule for myself to only use custom content (broken only for the dead bodies, the trader and her room and the Horzine logo, because those things have to be taken from the KF universe - and dead bodies are hard to make

). As such I can't just go around and litter my map with StaticMeshes I stumble upon. If I need something I have to create it. As a one-man mapper with a ****ty pc there are certain limits for going into small details.
I hoped the general design would suffice to make the map look good. It looks good, alright, but not great. So that didn't quite work out.
Nothing I can change about that though. Especially not now, with the deadline tomorrow.
And yes, it's too big. I like the size, but doorways do look too big because they aren't made to fit with the characters but with the area, which is too big in the first place. The thing is, I don't want the environment to be any smaller. It has its size because I want it to have its size, not because I built it too large by accident. But if I make the doors smaller so match with the character size they'll look out of place! Even more so than making them too large for the characters (which is how it is now). I tried it.
This is also something that gives it a bit of an (unintended) UT2004 flair, because that's the same thing that happened in UT2004 maps. They had a certain size that was made that way for the design and the gameplay, but characters look too small in it. I hope players won't be too bothered by that.
About the framerate: Two days ago the map was running a LOT better. Then I added coronas and everything went down the drain. Rebuilding times shot through the roof and the performance dropped even lower than before. I am seriously considering to get rid of them for the final. I'll try lowering their visibility radius a good deal. Perhaps that helps a bit.