ONS-Caelum:
Size & design suited for:
o low player counts (1-11): too big
+ average player counts (12-22): ideally suited
o high player counts (23-32): size ok but a little too few nodes
Geometry:
o asymmetric map, however, differences probably are acceptable
+ good z-axis usage: main grounds on different levels, mountains, towers, asteroids, flying vehicles
Nodes, link setup:
o rather simple and logical layout, except for 1 & 7's locations nearby cores and (to me) incomprehensible links between core-2, respectively core-6.
+ cutoff opportunity given via centre node
+ no choke nodes
o few hops from core to core, easily avoidable by removing core-2 / core-6 links
Desirable playstyle plurality:
o mediocre on-foot duelling, nearby nodes only. Also, a walker's mobility is quite limited by not having any chance to get to other asteroids; there's always a flyer to be used.
+ sniping: Lightning guns and several decent sniper spots available
o node defence: hills and ruins cover nodes to some extent, turrets are existant, too. Nonetheless, most of the nodes can be fired at from afar
- no super weapons (at least I didn't find any)
+ flyers
o wheeled vehicles: limited sphere of action due to general map design
o tanks: ditto
Undesirable playstyle encouragement:
- vehicle camping appears inevitable, caused by limited operating areas, goes especially for Hellbenders, SPMA and tanks
+ excessive sniping unlikely, too many vehicles around, too few sniper goodies
+ base laming is rather improbable, they can't be accessed unseen too easily
+ weapon spamming: wide zones should prevent it
Weapon & vehicle choice & balance:
+ adequately rigged weapon lockers
+ sufficient vehicle amounts at nodes & bases
+ strong vehicles (Cicadas in this case) are well spread
+ flyers vs. anti-aircraft looks nicely balanced
o special pick-ups: only fews around nodes, there's not much to get farther away
o Raptors and Cicadas are somewhat dominating, although compensated to some extent by a decent amount of AA
Aesthetic aspects:
+ overall look is awesome
+ beautiful, colourful lighting, nice light & shadow effects
+ neutral colours / no team preferred
+ lovely earth picture, even an atmosphere with cloud effects is included (but ... isn't it side-inverted?)
- shadow / dark sides of several asteroids are rotating while disregarding the actual light sources
- ugly soundtrack (very subjective, admittedly)
- plants, glowworms and gravity in space? Errm *cough* well ok, it's Unreal huh?
Conclusion:
Beautifully looking map, still, main shortcomings are about limited playstyle diversity, especially NV-play: some jumppads or teleporters are sorely needed to get to other asteroids. Furthermore, so many chances for some more paths, special pick-ups or super weapons have been left unused. Anyway, despite those flaws, this map could still provide a decent ONS-gameplay. Therefore, it's up now, although with a modified and hopefully better node link setup (I've removed core-2 and core-6)

Let's await some ingame feedback
