The idea of team-specific lockers only applies to the cores, as I'm well-aware how annoying an unavailable locker can be elsewhere. BTW: ExtraAmmo counts in addition to the initial ammo the weapon already has on first pickup. As a result, your locker configuration means Bio (50, 20 initial + 40 extra, limited by max ammo), Shock (50, same numbers), Link (220, but actually 70+220), Minigun (300, 150+280 with max ammo limit), Flak (35, 15+30), Grenades (30, 10+20, max 50 can't be reached), Rockets (30, 12+40), AVRiL (25, 5+20) and LG (40, 15+30). The theme of this map makes me prefer Sniper Rifles over Lightning Guns, though. NodeWeaponLockers only consume additional resources for propagating team changes, and only a few bytes per change. A single weapon being tossed as a result of player death is probably worse than the traffic all lockers combined produce at map startup.
The Bulldog was just a thought. I'll concentrate on improving the existing vehicles (Dragon, Badger), then. Seems I missed part of the instigator problem in Dragon V3. The damage types lacked the bDelayedDamage flag. In other words, while the InstigatorController properly propagated, the engine simply didn't know it should use it. I don't know why I missed that, probably because I wanted to get rid of that stuff ASAP.
Hangar roofs... I wonder what could be the best way to make them accessible without flying vehicles - maybe through teleporters outside the back of the hangars. Maybe the UDamage could go up there (though that might make it too useful for the already strong flyers) or in the alley between the hangars.
Optimization is quite difficult on this map. The fog plays a vital role and I guess the CullDistances are an attempt to further improve the framerate. I'll have to see what I can do besides adding AntiPortalActors, because I'm still fighting BSP holes everywhere. The underground node bases probably need reconstruction as well, they don't seem to be on the grid either. The pulley and its texture are myLevel'd in my working version already.