Can't think of a story this time, so I guess I'll just talk about the map itself and its conception. If you remember my somewhat recent map DM_Powerstruggle, you may remember its layout is extremely boring (literally just a donut with no branch paths or vertical gameplay). I REALLY liked the aesthetics (and the design of the core) though, so I decided to I guess take a mulligan on that. This is the result.
I also decided to incorporate the maintenance tunnels I used in DM_Enpro and DM_Fenrir. These were actually going to be in DM_Powerstruggle as well originally but I ran into issues and scrapped them early on. Probably part of why I became dissatisfied with the end result on that map.
I decided to add the big hazard doors elsewhere in the map to create a sense of unpredictability. They are designed so that players can just hit the button while running past and shut the door in someone's face if they're being chased. The tunnels are intended to be used in a similar fashion, allowing players to leap in and out of combat and take a quick breather, or spring ambushes. In testing against bots they definitely added an interesting new dimension to play.