Looks pretty! Only issue I can come up with immediately is the negligence of sound based information. Xonotic has a global sound system, every item that you pick generates a specific sound which will notify essentially every player on the map where you are. You pick 100 armor, your opponents go "AHA!" - kinda thing.
Somewhere in the map, you had a line of armor shards and a line of health shards nearby. I get it, you wanted to fill up empty looking space. However, when a player runs through that corridor, two specific kinds of sounds will be generated - a spree of metal plate clanks and a spree of crushed ketchup bottle sounds. I think this is a waste of sound cues. If you had those sprees of shards put apart further away from each other, you could broadcast specific sound cues across the map. Ketchup sounds = "AHA, he's at upstairs", metal sounds = "AHA, he's near the vortex" for example. Instead you'll have these sounds originate from one and only corridor, which I think is a waste of sound based information.
Same thing with the jump pads. You have three jump pads relatively close to one another (in one general direction basically), if somebody is sitting at 50a and they hear a jump pad sound they will have three possibilities for what that sound could mean. 1. Going for 100a, 2. going for 100a from another direction 3. going for the other jump pad that goes to 100a. So it's a lot of uncertain info clutter.
Take a look at Fuse for example. Every time you hear armor shards being picked up, you will know two possibilities where your opponent might be. And since they're far apart, most of the time you can even guess right. There's also two teleporters and two 50 armors in the opposite ends of the map. Same thing. Additionally, there's only 1 jump pad and only one place where you have health shards. Hearing their sounds relays useful information across the map, regardless which part of the map you're hearing it from.