These are two maps, one for RAITHE's special gametype, and one with actual weapons for regular play. I have included Merged and un-merged files. There are a few places with weird smearing. Smile and look past them please. (=
initial
The concept is interesting, I'll give you that. I especially like the two playing fields available, one of which, I think, inspired the name. However, a good deal of errors really bog this one down. First off, the upper battlefield, on the stepping stones, is pretty much untraversable. The climb height limit is .35, yes, and without opening this one up in Weland that's probably about the difference in height between most of the columns, but you must also compensate for how far the player will fall en route, meaning many of the jumps can't be made. I'm sure there is some labyrinthine, linear path across the rocks, but as stated before it (A. is quite difficult to find, and it's not likely people will stick around to find it, and it should (B. really be made non linear so that more than one path can be taken across the rocks. Now, when one misses, he, and probably not she, will fall to the lower battlefield, which brings me to the many flaws with it. First, and most glaring, is the river. You can't cross it, and attempting to do so will end with you in an inescapable water pit. You were probably planning to place a death liquid there. In fact, I seem to remember you asking someone to make you one. In this case I recommend you attempt the near insurmountable task of either downloading Atque, unmerging the map of yours that has one, grabbing the MML script therein and merging it with Skylark or gasp taking a passing glance at the MML documentation. I understand this map was made for the FtVC gametype but levels like these are mainly going to see EMFH and they need to be playable for that, too. The flaws listed above would make that mostly unplayable which is a shame because this has the potential to become a very good map. The geometry and shading are good, and I like the nexus idea, but sadly I can only give this one two stars.
If you cross it correctly you don't always end up in the pit, but it still takes awhile to figure out so it would be good to make it a little easier. A few things that could be fixed though: when you get launched into the pit by the river, you could change the platform into a teleporter so you teleport back on land. I'm glad you acknowledged my advice completely. I would have never thought of a river to give the frog blaster difficulty getting in the core. Thank you very much.
Gemometry and shading are interesting.
The map has many bad points though. An inescapable water pit. A river that runs too fast(flow 0.4). If you attempt to cross it, you are easily propelled into the water pit. Error combo!
Geometry flickers and fades throughout the map (as if it was untextured). I suspect it is the item-limit that is overshot; the map has 610 items.
Conclusion: The visual aspects of the map does not make up for the 3 errors. Rating 1.