I don't think that you read the requirement list carefully enough.
Why do I think so?
Well you seem to have ignored...
1. Map must be well-designed in appearence:
-Make sure your background walls are covered by regular walls so that the glowing edge effect is avoided.
-Start weapons must be placed inside players (do not place these weapons above players).
2. Keep the gameplay for approved maps natural and realistic for Plazma Burst 2:
-Allowed hitpoints for players are: 130 hp and 150 hp. Any other values are not allowed (ex. 145 hp is not allowed).
-Do not make rooms that are to large (to avoid spraying).
- Make sure everyone can move around key parts of your map (such as places where better weapons are located, enemy team location, camp spots), including players who play on a high physics setting and have no idea on how to sword jump, self boost and hold the X key (unless map is small enough for new players to see how older players are doing this). To test it, pick up defibrillator and try to reach every part of your map without pressing X and without trapping yourself in dead end zones (unless these are made as obvious death traps).
3. All maps also must meet some type of technical notes requirement before it can be approved:
-Validate wall placement. Bodies, grenades and weapons must not stuck between walls due to small overlap (recommended to test on "low physics" with "low FPS" settings).
4. Make sure your map is original and does not look like anything approved before (the way it is being played and design/atmosphere-wise).
So now the question...
Why do I think so?
So let's go throught the points step by step...
1. -The glowing edge effect can be seen pretty much anywhere on your map (spawn,corridor etc.)
1.1 -When spawning in, it can be clearly seen that the weapons are placed above the characters.
2. -The hitpoint values aren't allowed and with 500 hp pretty overkill...
2.1 -This map literally consists out of 3 large, very empty rooms stacked on eachother. Just spamming your gun here will bring you a lot of kills without even really trying it ---> this in return means, that you are going to be killed
very often (mostly right at the regular spawn).
2.2 -You can't get up to the highest floor without at least knowing sword jumping.
3. -Pretty much none of your walls are overlapped , besides that the cover for the acid pool is too thin, glitching throught it by accident is way too easy.
4. -The map is blunt, boring and simply isn't visually appealing. It has no personality or uniqe trades, and the atmosphere is ... non-existant.
Here are some screenshots supporting my statements...
to
1. to
1.1 to
3. Points
2.1 and
4. are supported by the map preview already, no need to post it in here.
Read the requirement list again, and this time
everything , repeat it if you didn't understand something or simply ask other mapmakers.