Your map should cater to the average amount of players on decent Deathmatch server these days. These numbers fluctuate so I'd say around 12 people +/- 6.Minimum being 6,
Note: Your map has 7 height levels (personally I don't recommend going over 4). Each height level is large enough to have 3 people on it without them having much contact. So currently your map can probably fit upwards of 24+ people, and even then, they'd be mostly looking just to find each other in the massive labyrinth. Just to warn you, most servers these days don't have more than 12 players on them. Since your target audience might not be into hide and seek, so you might want to consider scaling back a bit. That could mean exposing / removing some height levels or walls and clearing a line of sight for players to find each other. Would you like me to upload your map to the death-match server for testing to see how it'll be received by players?
Third screenshot reminds me of Wolfenstein 3D Glad to see your still mapping macanah. This is my advice to you: try and add more detail to your maps to create depth/realism. One really good way of learning how to add more advanced geometry to your map is 'reverse-engineering'. I do that a lot to learn myself, usually I walk around Id's SinglePlayer maps and look at the geometry they created, then I try to reconstruct it myself in the editor to incorporate that technique. It is a great way of improving your mapping skills. Keep it up
Last Edit: Mar 14, 2015 6:14:29 GMT -5 by giftmacher
Sure, I can put it in the large map rotation (12+), but I figured you'd want it to receive most action at optimal number of players. Most server these days don't get more than 12 players, so your map might not get much play.