Ok, I tested it. It can be a good idea indeed for a NV map.
First, here are some issues that I have with the map. Some of them are more subjective than others, so you can make your own choices (but ofc, in the end it is laboRHEinz who decides

)
1) I have never been enthusiastic about the redeemer. Especially in a NV map, as it can have too much impact and I fear that some players will spend more time trying to get it rather than fighting for the nodes.
You can replace it with a Keg or a super shield.
Or...
2) Given that this is a map that was originally CTF/BR, in case you don't know, it is possible to have a translocator in Onslaught.
It can be limited to one charge (check ONS-Silva) or behave like the default translocator (check ONS-Suspense).
In my opinion, it would make a good replacement for the redeemer: in good hands, it can be quite powerful since the player getting it can travel faster and reach specific places more easily.
You can also, if you wish, make it a weapon available for everyone (as is done in Suspense, by putting a pickup at the same place as the weapon lockers).
On the other hand, not many Onslaught players have a keybind for the translocator or don't use it when they have access to it (from my experience when playing Silva or Suspense).
3) In case you don't know about them, there are also some custom pickups to replace the redeemer with (or to place somewhere else) like an invisibility pickup (Suspense) or jump boots (recent versions of Rail).
4) Now that you have converted the map to Onslaught and although it only matters for offline play, you could edit the description (level properties -> levelsummary). Right now it mentions flags...
5) As you can see on this screenshot, the underground nodes could be a bit more aligned (look at the roof opening and the weapon locker).
http://tarantola.alexandre.free.fr/temp/nodealign.jpg
6) I believe you got the right number of nodes (not too many, not too little). But I believe that many of them are exposed too much and would need more cover.
It is a bit difficult to protect/build a node when your enemies can just spawn and shoot it (of course, this is no longer valid on maps such as Maelstrom-NV which plays on the fact it has a large number of nodes. And also, except in the middle area most nodes in Maelstrom are not directly shootable from another node).
This is very obvious with some pair of nodes like 11 and 12.
But it could also be an issue with the primary nodes that are on the sides of the powercores. Suppose that your team takes one of those and is ready to attack the enemy core. Then enemies will easily lock down the node as it can be directly shot from where they can spawn at the core. As a consequence you will have to spawn to a further node and it is very likely that the primary node will be take back in a matter of seconds.
I could be mistaken but I have some doubts on how much strategy will be involved there.
What would you think about moving some nodes to places that are more covered and take more time to reach. For instance, why not use some spots on the walkways (where I am aiming at):
http://tarantola.alexandre.free.fr/temp ... cation.jpg
Well, perhaps people will play differently from what I expect but right now I expect it to turn a bit into a sort of larger Draor :problem: .
Now for the radarmap:
I have added it:
http://tarantola.alexandre.free.fr/temp/colossus.7z
I highly advise that you try to re-do it yourself (besides mine may not be perfect as I don't know the map as much as you) so that you can learn. But at least, if you want you can to focus on other things .
Edit: Now that I think about it, it is far from perfect, so you really have to re-do it

. But if that bothers you too much or don't succeed, I'll try and do something that fits better
In the archive I have included the screenshots I took and used to do it. This way, you can use them if you don't want to bother with this part or don't manage to take good ones.
First, here are two tutorials that have sections on the radarmap that you may want to read:
http://www.angelmapper.com/gamedev/tuto ... laught.htm
http://www.psyonix.com/OnslaughtMapTutorial.shtml
More importantly, here is the technique I use, based on HunterW's approach:
http://ut2004.titaninternet.co.uk/forum ... post110207
alpha:
how did you do your radar images, because i read up on them and it seems like all of the methods suck, so did you find a good one?
HunterW:
finally, radarmaps. all the methods suck frankly because there isn't a good method. you can't get the engine to render isometrically;
you have to use a perspective, so the best way to get the minimal amount of perspective warp is to change your FOV in game to a low number. what i do is go to the direct center of the map, turn on noclip, look straight down, then back up (thus flying up away from the map. oh, you also need to turn off your hud, make your crosshair invisible, and hide your weapon.)
once you are pretty high up, change the FOV to about 50 in console (i believe the command is just fov 50) and zoom back so that you get the whole map, line it up so that you're looking down exactly square, then take your screenshot. then hit escape so that your big radarmap comes up with the node layout (the menu you pick which node to spawn at.)
take a picture of this too, you'll need it.
from the center of the picture you took, clip out the square that aligns to your terrain. check this square you cut out against the picture of the esc radarmap you took to make sure that the nodes of the radar line up with the picture you are using.
it should be 512x512 pixels. once they are lined up and you are satisfied, import the 512x512 bitmap in to myLevel texture package, leave the group field blank, and name it radarmap. then press F6 to go to your level properties, and set the radarmap texture to myLevel.radarmap...should be easy, you just select it in the texture browser, then click the Use button in that field.
When he says zoom back, he means use a greater fov (which is actually how zoom in/zoom out works).
Rather than flying, you can directly use the 'teleport' console command if you aim well.
I don't know how familiar you are with all the things mentioned so here are a few things to check:
a tutorial on myleveling: be sure to read it and especially the part that tells you NOT TO SAVE the mylevel package:
http://wiki.beyondunreal.com/Legacy:MyLevel
Learn some of the console commands:
killbots
fov
fly
teleport
togglescreenshotmode
You can use any image editor you are familiar with I guess. But to work comfortably, you need at least one using a layer system and allows you to play on the opacity of the layers. This way you can fine tune the terrain image position/size while seeing the node setup underneath.
I use the following (both free):
Irfanview (basic viewing + selecting and final resizing to 512*512)
Paint.net (layers and most resizing/clipping)
Feel free to ask any question if you are stuck.
Also be sure, especially if you are going to try something you are not familiar with, to make regular backups of your map so that you can roll back if needed.