Creating a medium-sized deathmatch level with such a variety of spaces and heights has been quite a challenge, and brought a whole new layer of complexity, as if designing for multiplayer wasn't tricky already.
That said, the level is far from perfect, and there are certain zones I believe could be simplified more a little bit. Part of the exercise, however, was to know where to stop in order to meet the deadline, and for the time given I'm quite happy with the result!
All in all, I've learned a lot of multiplayer level design with this project and I'm eager to put this knowledge into a new project soon!