The last room you showed reminds me of a room in Halo 4's Campaign where you fight the two Hunters and you're armed with a Sticky Detonator. The colors are reminiscent of older FPS games. Is Shadow AZ your gamertag?
As a seasoned infection/flood forger, I appreciate the aesthetic details and theme. This game makes things very easy to create an immersive atmosphere, so it's nice to see people using it well. There are a few things to consider when creating a map for infection. Sight lines are important. A healthy mix of close, medium, and long distances will provide differing experiences for all weapon types and diversify the map encounters. Having too many long sights in one area make an easily camped hold out and a husky raid experience for the infected. From what I could tell from the video, the last room is nicely spaced out, but the long and wide hallways are worrying. Again, I cannot tell fully. Changing geometry is a little harder. Theme is super important. I felt like the hallways were "abandoned", but when the door opened up, the room was well lit and inviting, despite a few flickering lights. This can be fixed easily. Try and play with height variation if you can. A flat map isn't the most fun to play on. It limits interactions to essentially one plain of attack. Keep experimenting! If something doesn't work out, change it. Learn from the experience and apply new knowledge.
Agreed with the things mentioned above. But he did basically only show one hallway and a quick glance into some sort of control room.
Both of you are correct, however what I failed to point out is this is going to be a linear flood map and directing the players is what the plan is. This is not my first flood map, and it is a WIP.
Well that makes more sense from the longer hallways. Just make sure infected have a chance to get the humans. Husky raid style is my least favourite. Linear, whoever, I do really like