@Yokai: I'm not sure what you mean about cover, but from my experience UT gameplay doesn't require "cover" in the same way you think of it in for example tactical shooters. In UT you want to avoid really large areas of nothing but flat surface, but otherwise you want to keep the geometry clear of obstacles and instead focus on gameplay in multiple heightlevels. The map has gotten alot of positive feedback from UT players, but the negative comments have almost all been about the pillars beeing in the way, obstructing the fast gameplay.
On the lighting, I've gotten so much both negative and positive comments on it, I've figured I'm not gonna be able to make everyone happy The map has several weaknessess that I will address in my next project.
I'm completely new to mapping, and so far I've been pleasantly supriced with all the consturctive critisism I've gotten, both here and in other places. Compared to when I post a painting in a forum, when making a level, everyone seems to get much more involved with the map to a much higher degree. UT players give feedback because they personally want the map to become better so they will enjoy it more when they download and play it. When making a painting there is no personal involvement from anyone else than the painter and I think this is because a painting isn't "used" in the same way a map is. Needless to say, so far leveldesign has been a very positive experience for me and it's something I intend to keep doing and improving (allthough it made my girlfriend crazy when I was making Cath, cause it took up so much of my @home time ^^).