Performance: 9Obviously, something that runs in frames per minutes doesn't work. When it plays smooth though, I don't really care if it could've been a few fps better or not.
Graphics: 9I love beatiful maps, whether they play well or not. Just to look at. And while playing, I don't want to be disturbed by something downright ugly. Simple stuff, ok, ugly stuff, no.
Size: 4Depends on the player count, the games speed
Shape: -Don't really know what you mean, but I guess you mean square vs. round. Depends on the theme, the style, and all that. For me it's integrated with graphics.
Cover: 6In a fast and frantic dm game, cover is less important than more 'realistic' games like CS or Battlefield. Still, it's nice to be able to duck behind a wall now and then...
Open area: 8I usually avoid too open area's because it makes me an easy target, but a map shouldn't feel too cramped, or be just a serie of halls linked together. I want some space to dodge, too.
Halls: 6These serve as connections between the hot zones for me. You need them to get to another area, and sometimes a fight can occur in them, but for me they're not the focus area's.
Rooms: 9Just like size this depends on the player count and the game speed, but multiple rooms, or area's, add some variation. Don't forget their connections: rooms with 2 connections usually get boring faster than those with 3 or more.
Flow: 10A part of the gameplay, this one is important. A map should ideally be easy to learn and easy to navigate, as well as being balanced so there's no places that are hardly ever visited. Encouraging players to run around is good in deathmatch too, I think. No camp spots with health, armor, weaponry and cover at the same spot. Seperating weapons and their ammo can encourage flow, or seperating weapons and health.
Verticle: 9Another part of gameplay, vertical combat can be very fun. Hey, we've got 3D games now so why not use it? Being higher has advantages so it's also a tactical thing.
Obstacles: 3Fast and easy movement is key. I don't play to avoid tiny obstacles, I play to get frags. To get a high-powered weapon however, you could make things difficult to provide challenge. It's the players own choice then after all. Though a too hard-to-get weapon might still be annoying.
Traps: 6Not necessary, but when good executed these can be really fun. They can make a map stand out or break it. It can even give a totally different style of play, like crossfire does. That's almost king of the hill sometimes.
Variety: 7Variety is important, but shouldn't get too distracting either. It shouldn't make the map feel overdone or inconsistent.
Style: 7Not vital, but it can make a map stand out. I still remember Persian Letters, a hldm map that didn't completely got finished, but definitely had a very good and impressive style. It was as if I was in a Persian palace myself. It's the difference between good and excellent for me.
Easy item placement: 4Depends a bit on the pace you plan for your level, I usually like the stronger weapons to be harder to get so the average lifespan is higher in the level.
Weapon range: 6I like medium-range most, I'm often horrible with sniping but also with close-combat. Range is important, but varies from person to person. I think it's best to keep this varied, but maybe tend the map towards one end or the other.
Ambience: 9Yeah, cool stuff that adds to the map. While not directly too important during a fragfest, I really like such extra touches.
Player count: 8 - 10Probably the average amount of people a map should support, this is a flexible target count I believe.