You can look through the terrain by looking into the space ship. Seems unintended. You can also enter the spaceship.
The death laser kills you before you touch it. Add a visual making it very obvious where the death zone is, because dying unfairly is annoying.
All of the above-ground part of the map is open space and movement is incredibly slow, giving snipers an unfair advantage. Make tunnel systems more abundant or fix sniper sightlines by adding terrain features.
Same with the death laser room/adjacent tunnels. Snipers have clear sightlines from one end to the other:
The crater is pretty good. It servers as a camper nest (which is good), but doesn’t have as much visibility to all of the map as the cliffs. Being on lower ground makes it strong vs people on the same level, but the cover is useless against people up above. I still feel like it can see too much of the map, but it’s not as bad as all the cliffs surrounding the map.
The recoil on the guns feels sluggish because it happens gradually instead of instantly.
Cave entrances are a bit hard to find. Make them face towards the center of the map, or add nearby structures to draw the eye and make players explore that part of the map.
Trusses as ladders are pretty weird to control, especially in first person mode. Replace them with a winding path or a jumping section, or something else
Overall I think the map is too open. Most of the map is featureless, and it’s only purpose is to be crossed. Add structures, rocks and craters to break up sight lines and create tactical positions. The tunnel network is the strong part of the map. Expand on it by adding more tunnels. Not all of them need to lead to objectives, they can just be short ones. The winding tunnels are claustrophobic and contrast nicely with the openness of the overworld and outer space. They create the opportunity for connections between parts of the map that are a lot more interesting than just a flat plane. In other words, they add verticality.
Speaking of verticality, your low gravity / high jumping mechanic is pretty uninteresting right now. Sure it fits with with the theme, and allows for pretty fun “skeet shooting” / “air shot” gameplay. But coupled with the pretty slow movement speed of characters, it mostly just feels sluggish. You have an opportunity to add some more interesting movement mechanics. You can make the current movement system more interesting by incorporating the mechanics of the game into the level design. There are no places that can only be reached because of this unusually high jumping power. Adding some buildings would allow you to make less obvious “shortcuts” that allow players to use paths that would be impossible in normal gravity.
Also, the map doesn’t look very good. I like the low poly terrain, but it’s just one color all of the time. VERY BORING. But you should focus on making it play good first IMO.
There’s a property in Humanoid to control this. You can set the highest angle that players can climb. I think the skybox is fine.
Hope this helps.