I've played through the map a bit and honestly, whilst stuff like lighting has been improved, the map still has serious flaws.
First off, the whole thing feels like a Zombies map. Not in the sense that there should be zombies, but that there's an area that's filled with random and un-obvious easter eggs and quirks, things to do etc. It doesn't make sense or fit in with a deathmatch map, in which players will be actively trying to murder the shit out of each other rather than cooperate or let others try and activate these easter eggs. Tunnels through fridges that lead to other rooms, a washing machine you can climb in, a ridiculously long vent with codes in.. how is anyone meant to know this? how does it contribute? It doesn't feel like a deathmatch map at all, it doesn't feel like it should be a deathmatch map either.
On that note, gameplay. This seems like a good basis for a Sven Coop map, but the layout, general design, etc. just objectively does not work for deathmatch. The Engine room is absolutely horrendous from a gameplay perspective ( can't see half the bloody time, ridiculously low gravity in a fairly packed area, so much crap in the way it's nigh impossible to find another player unless they're trying to leave the room). I don't know what the craic with the failsafe tunnels by the conference room are, these just massively distract from gameplay and if any more than one player were in there, they'd just instantly kill the other.
I just get an overwhelming feeling that the team has just wanted to add or show features in a map without thinking whether it contributes to the overall play of the map, or whether it fits in. This sorta gets amplified with how much time and effort was put into the "trailer" - but not a single bit of the trailer had any multiplayer gameplay in it - just playing about with the doodads. Personally, I think these doodads do neither, and doesn't really add or improve much from the original forgotten bunker. I appreciate that people's ability to make interesting entity combinations or keypads is still a pretty cool thing to do in the engine, but putting it in places where it feels out of place or getting in the way - it just doesn't make it better.
Architecture doesn't seem to have been improved at all from initial comments about the map, and easily looks like something from 1999. Look at any of the tutorials on how to improve architecture on either here or gamebanana or the like. Lighting is exactly the same.
I think next steps from this would honestly be to downscale from all the entity stuff and just work on making really small maps that look pretty and have an obvious sense of gameplay around them.