There is no Juicy effect... Just the DVR clip I screenshotted made everything way darker than it is in-game. I'm working on adding a bit more complexity to it, but this is just what I've got so far.
Can you get in the hornets? I feel even though they are key to the theme it doesn't make sense to have them if players can hop in and use the miniguns. Even if you disable vehicle use in the gametype other people playing the map won't know to do that or remember ruining the map.
The Hornets are disable by a trait zone. If it feels confusing to players, I might build a sort of harness or something around them so they look like they're "plugged in" to the ship for repairs or diagnostics or something. Just something to make them look like they can't be piloted. But no part of them is usable, so they're basically just setpieces here. Edit: I spent the better part of last night ironing out some of the aesthetics and putting a little more (not too much) cover in the hangar. I feel like this balances the map a bit more than before. In v1.0 and before, the rocket spawn was almost a deathtrap 100% of the time. Basically whoever went for the rockets first died. I added a drop at the back of the lift so that if the player risks going out in the open for rockets, he has an option to get out of the line of fire without immediately exposing himself. He's still vulnerable as he still has to make it back to a safe area, but at least now he has a couple seconds of breathing room. I've tried to optimize piece usage as well, and along with the overall feel of the map, the dip in framerate in that one particular spot is also greatly reduced. I'm going to put on any finishing touches it needs and do a few test games, then I'll update this post with v1.1
After about a 50/50 split of testers saying that they would prefer an asymmetrical map for 1v1's I have decided to make a second version of this map, keeping one of the hangar bays, but doing something else that thematically fits on the other half. This should diversify the gameplay quite a bit and make the map more interesting. I will keep the lastest version of the symmetrical version on my fileshare, because for as simple as it is, I really like the accessibility of it, and it does play well for what it is. Hopefully I'll have the asym version done in the next couple days. I'm wondering if I should make a new submission post for that one or have both versions in this thread...