Thanks for the really useful feedback Fenris.
You make good points. I guess it shows that this map wasn't made for duel or even team deathmatch - my original intention was for it to be a simple FFA map for 3-6 people to have some harmless fun in.
The map was made in 1 day, and it wasn't really clear to me that the QW scene likes to play dedicated 1v1, 2v2, and 4v4 matches. I didn't know much about QW at all. So I guess I've learned that now.
I might make another map with 1v1 play in mind. Can you point me to some good examples of QW duel maps? You say it's too open for duel and the distances are too large - point taken.
I understand that it might be boring in a duel if all entrances to the RA room are on the same axis. Point taken.
I'm not sure I completely understand what you say about the differing slopes - it seemed to me that using the slopes, you could gain extra height and distance on your jumps, as well as extra speed if going downhill. Is this not the case in QW? Then I probably didn't consider QW physics correctly.
Which is the path that leads you into a wall? Can you describe this better so I can understand what I did wrong?
Your feedback was really helpful, thanks again. It seems another map is in order
Regarding the point about a railgun, I think I might try and make a Q3 version of this map.