Changes suggested by:

IRONBLAYDE

(DONE) Your lighting needs a ton of work. When you place a light actor, you need to set its brightness, hue, saturation, and radius so that they reflect the nature of the light source you're working with. Small orange flames that emit white or vaguely purple (!) light over a huge area are a Bad Idea. Place the light actor closer to the actual flames and use more appropriate settings. Try hue=25, saturation=96 to start with, and then adjust the brightness and radius until you think it looks believable.

(DONE) When you do outdoor lighting, don't place the lights so close to visible surfaces that they create inexplicable "hot spots," like the ones near each of your sniper towers. Move the lights farther up so that doesn't happen.

(DONE) Use the TriggerControl state for doors, not TriggerOpenTimed. The latter can cause trouble for bots. See my review of DOM-Ramses on NaliCity for an explanation if you don't understand why.

(DONE) Use the AlternatePath actor to get bots using different routes to the flag. See the UnrealWiki for details on its use.

(DONE) You need to at least attempt to align your textures, to eliminate or at least minimize the discontinuity where one surface meets another. This is especially needed on your cliffs outside. Those textures aren't even oriented in the same direction, much less aligned. Have a look at the last part of Bot40's terrain tutorial for some alignment tips. [link]

(DOnE) When you have carpets meeting one another at right angles like in your flag rooms, consider making them look like a single piece instead of several. Have a look at the brushwork in DM-Gothic to see how this is done.

(DONE) Divide your map into zones using zone portals, place a ZoneInfo actor in each zone, then go into its LocationStrings group and assign it a meaningful name (like "Red Flag Room"). Zoning helps performance, and naming your zones helps players keep track of where their teammates are located during the match.

(NOTED) Don't use the intersect and deintersect tools unless you have a good reason and know what you're doing. Using those tools to create things like Brush72 doesn't do anything for you except increase the likelihood of BSP holes. If you just want to be able to easily select and duplicate groups of actors, use the Group Browser instead.

(DONE) Set the AmbushPoint.bSniping property to True on the DefensePoints in the sniper towers.

(DONE) Give each team the same weapon load. Giving half a weapon set to one team and half to the other is a very bad idea; it creates too many imbalances, and you don't seem to have considered how they will affect the game. The red team has a huge advantage at the moment, because this is a very open map, and the red base has both the Shock Rifle and the Minigun while the blue base has neither.

(DONE) Add a few more PathNodes in the center of the map so that bots can cross the river near its sides without having to reach the center first. You don't want to have choke points like that in your path network when you're working with such an open space which should allow more choices.

(DONE) Make sure you have incentives for players to use each route, so that one part of the map doesn't end up overused or neglected. For example, if you're standing at the flag and facing outward, you see three choices for routes: one right ahead of you, and one each to the left and right. The center and right paths are fine, but why would anyone ever use the left path? It doesn't go anywhere; it just connects back to the center path, so that if a defender sees a flag runner going out the left door, he knows exactly where that runner will end up. If you're going to do this, you have to use item placement to make the route viable. But there's nothing in that hall except a few ammo packs.

(DONE) Speaking of those ammo packs, placing pickups as close to a wall as possible just annoys players. Keep them out in the middle of the corridor where they can be collected more easily, unless you have a good reason for doing otherwise.
