Wow, talk about a visual overhaul. I like the new solution you came up with to replace the teleporter idea. But I'm not sure if you noticed that in the rooms without bridges, (The rooms at the top and bottom of the overview pic) there is now almost no incentive reason to go up all of those ramps to get to the second floor. In a way, I think it's time you knock out the second floor and make it a bit flatter. Just an Idea though.
I hate to keep making these big suggestions, so this will be the last one in the spoiler. Spoiler Red: For the big X, I don't think this incline is necessarily needed, but that's just me. Disregard the small X. Yellow: Some winding stairs would remove the need for steeps and awkward ramps. Green: Some extra flooring Pink: Possible reciever or power weapons position? Purple: I think that connection should be pushed forward slightly to add a corner and more dancefloor to the top room. Blue: Some sort of structure to block off extra space Orange: Perhaps a bridge that leads to that room, but doesn't actually connect to the platform. Like a balcony, if you will, to add a counter to said platform. Gray: Disregard that as well
Both making the map flatter and creating winding ramps are viable solutions. I suggest that you combine both. I especially like the idea with the balcony. Maybe give it a height advantage as well so that jumping back and forth is not possible.
I'm proberly going to put on a few more changes before I put this map on the Archive, I want to move on and try and get some new maps done. I've got a blog up to explain more.