Ns_Nexus
(screen is darker than in-game)
This would pretty much be the most detailed, most complex, and most in-depth NS map (ambitious but thats what it sounds like from people's feedback). Its niche would be for the players who want the opposite of bland flat hallways and seemingly haphazard placement. Although best played with more players, the 6v6's are still balanced.
Some people absolutely love it and cant get enough of its unique features; some people hate it and cant handle its few issues.
But, Nexus is about to be released in its Beta 3 version, and I dont even know what else I could fix with it. You can download the ns_nexus_b3_test to check it out, there's been no bugs found during its playtesting so I'm just going to re-release it with proper minimaps as ns_nexus_b3.
Selling points:---Long-term gameplay; RT layout designed like Tanith's (a 5-5 'divide') to encourage long, epic games (oh G4B2S, how you've rocked the Nexus epics

)
---Per-room gameplay; every room was designed with all the 'fun' gameplay aspects in mind, i.e.: large vs tight; innovative cover; marine hiding spots; ceiling architecture etc
---Per-room balance; every siege has a 'proper' amount of vent access, every room has a long-though-out LOS vs Cover balance (taking into account the strategic purpose of the room, some having been given marine- or alien-oriented balance on purpose)
---Per-Hive/MS balance; Marine Start, as well as each Hive, has one 'easy' node and a second node which is fairly easy. As such, each team, no matter the start location, should be able to have at least 3 nodes. Its a formula that I noticed in many of the better official maps.
---Weldables; counting 7 currently, with perhaps the most original weldable ever seen (check out Mag Pump room; it'll take at least two tries to fully understand what REALLY happens)
---Vents; the second all-encompassing Vent map (after Nancy), except: you can learn these far more easily; they're actually drawn on the minimap; far, far better visuals; and marines can make great use of them (if they can find a way in) for some insane ninja'ing
---Sieging; every siege possibility was planned before the hive rooms were even begun in Hammer, hence were perfected upon completion (bar one which is fully fixed in beta 3)
---Runtimes; are spot on
---Hive layout; the first NS map to feature a pyramid hive layout, where MS and each hive are actually equal distance from each other (other maps that have tried this have only had the hives equal distance from MS, but then their distances were whack)
---Visuals; I've taken the engine as far as it'll go, though perhaps there's room for some Particles as I'm not totally familiar with them yet; visuals were reviewed heavily in beta2 and then fully upgraded in beta3
---Continuity; the map was designed from the very beginning as a full Space Ship, and every room was pre-planned to have its purpose
---Sound; proper ambience is found in just about every room
---Ready Room; Beta 3 finally has an acceptable one
---Secrets; not the unfair/cheating type, but more of the Caged - SkillJumps type (rouchly 4); some giving access to the Vents, some to great vantage points, and some giving ninja hive access
---Entity Count is roughly 217
Bad Points:---Complex; Although the basic layout isn't actually complex, the two areas with vertical importance make the minimap harder to follow; visibility of the Vents on the minimap add to its complex look
---Large; despite the 10 nodes and the actually smaller-than-all-others minimap, it is more compact, and especially, vertical, making this map feel peculiarly large for its actual X/Z dimensions
---Commander View; comm's are semi-hindered by vertical aspects, but this is only an issue with newer comms (I'm a vet comm and in all the games ive commed on Nexus, the problem areas showed themselves and were all optimized by Beta3); of course, if a marine calls for Med in the View Halls (the only area directly and fully under another, being Chromo Hive), a comm can still easily move to the side for a full view of the View Halls, but the med icon will bring him to Chromo
---R_speeds; they reach 1k in a few places on-the-ground, and 2k in one place for comm; but realistically, on my computer that can barely play BF2142 on the lowest settings, there isnt a single noticeable slowdown even with 30 players
PM me here or email beavatron at hotmail, for info on the next release or for feedback.