Erm, so...do you want feedback? I'll just give mine regardless. I did a perfunctory test and everything seems to work right. I don't think it can be helped that it favors marines, although jumping from building to building as an alien is pretty fun, yet a death sentence to the marine with falling damage on. The outside is very vertical. It seems to me like there are basically three main indoor areas: a small hive directly beneath the ship, a large hangar bay with lots of stacked boxes, and a large section with ramps leading up to a control panel. I liked how the areas are connected and how they all lead outside on multiple levels. This is definitely a map that requires quite a bit of playing to learn where everything is. The area with the ramps feels very good when playing as a marine but not so much when playing as an alien. The alien instead gets a very long and intricate vent system, which may or may not be accessible to other species, I don't know. The map's size and level of detail makes it look like a showpiece, and I don't know just how effective it will be in actual practice. I can't see it being very effective for fewer than five players. The addition of
lots of miscellany such as crates, trucks, and APCs makes the open spaces on the ground feel cramped, even though they're probably placed strategically for cover. Neither the runner nor the drone's pounce distance feels long enough to traverse the outer area quickly, which I suppose doesn't warrant criticism because that's to be expected.
Now for my slight criticisms. I don't know how lights work in AvP2 but I found the boxes emitted from many of the spotlights to be very distracting, especially when I would clearly notice the square end of the spotlight.
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It's especially distracting when there are multiple spotlights in a row, as in the image below.
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Also, the vent textures look very bizarre. I don't know if it's because of a setting I have, but the texture is totally stretched and when you move in the vent, it looks like it doesn't move. This effect actually makes me physically nauseated when I move throughout the vent. I suspect the error (if it indeed is one) might be the result of having a texture that's too big.
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There's this oddity where it looks like the totally wrong texture is to the side (two columns have this problem).
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Then there's this...guess it's supposed to be a joke? I don't really get it.
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I also found the texture of the exterior buildings to be laughably barren. It looks like a map with a placeholder developer texture instead of a final one. It's quite jarring considering the level of detail on the rest of the map.
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Lastly, we get to my most major problem with the map, one that I assume others will have and one that I also assume will not be changed. It's an issue with the limit of how far up an alien can climb the outer buildings. I understand the need to limit the alien height (although naturally it would be fun to be able to climb ridiculously high) because it presents a problem with wall-climbing and jumping outside of the map. However, I don't really like the way that wall-crawling height is limited here. It feels too artificial and arbitrary, the reason being because half the time it's because of invisible walls. I don't even know why you bother to have this gap in the fence when it's just as prohibited for the alien as the rest of the fence, to speak nothing of the comedic way it looks when it breaks off.
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And there are spots where the alien literally spawns in a location with only one way out because the right, left, and backward directions have invisible walls. If those locations are known to marine players, it potentially sets an alien up for an instant spawn kill. Some of the locations of the invisible walls feel arbitrary, as well. For example, the below picture is where an invisible wall starts.
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Again, I realize why making wall-crawl height unlimited is a problem, and also that it's nothing new. Even Depot disallows aliens from climbing on certain walls that should be entirely wall-crawlable because of that problem. However, I think the map would've been improved had there been both a better boundary system (more consistent fence) and more height made available to the alien; I don't understand the need for map makers to try and outdo themselves by making an unrealistically traversed building. Either have the building be entirely usable or scrap it. Don't tease us by showing us what we could have but aren't able to, because honestly it ends up looking like the author didn't try enough.
But overall I liked the map. Hope we can eventually see it with 8+ players because it definitely feels like it needs to be around there for players to consistently be in action.