Hi,
thank you all for your kind words ZeroKnight, Dratz-_C, ballist1c and ulukai

. I'll wait up to see what Dratz finds out and let's see then what to do in the next step.
To your questions ballistic:
...Say after this is finished, would you be interested in a collaboration?...
I love collaborations and projects between different people, but I'll have no room for that in the next time. When this project will be finished I plan to come back to my first map here, to polish it. There are also many other, very different things I have in the neck, - so sorry I can't.
EDIT: actually, one change: disable the teleporters in all CTF modes and some bomberball modes please, in other modes they are fine but in those modes they are cheap and kind of ruin it

it would be much better to restrict the teleports for use in only these modes: deathmatch, DTF and hold-bomberball. Thanks!
Mmh like Ulukai I have a totally different opinion here. I mean all spawnpoints are in the lowest level of the bases or in the middle of the map. When you compare the time you need to reach the opposing base by the main way and the one you need for the alternative route through the portals on the roof. You will realize, that the difference is nominal. While editing I had to switch very often between each bases and I did it often with the playermodel so I could allow myself to be convinced that it doesn't matter which way I took (in most cases the main way). It takes time to reach the roof. In the same time I can powerslide (shift button) over the pushers and reach the opposing base.
Besides that maybe you know related games like the Unreal tournament series. Their CTF- maps have mostly two ways to reach the flag except some individual ones. This doesn't damage the fun in the game. To the contrary, this can be fun and makes it to a surprise.
On the other side it would be difficult to make your suggestion possible. The player should see that the portals are deactivated. So it has to be graphically marked by some way. Otherwise he would run into a glasswall

. And I don't know how to realize all of that in RE. ...
Uhhh, this might sound stupid, but have you tried the /remip command yet?

It just does not look like (to me) all of the surfaces are as smooth/unified as they could be with remip, correct me if I'm wrong but it's worth a try
No, that isn't stupid

and yes I tried it out. The reason for the unregular surfaces is my special setting for the light precision. I use the quality of 64. This is higher than the default of 32, which means it's
less precise. I did that to lower the loading time and the filesize of the map. The /remip command can't influence this basical setting.