AngelTheKiller, I played your level and if you don't mind I'd like to do a small review. I figured even if you won, you might as well learn something from it
Given the limited amount of time available, you did a fantastic job of creating the atmosphere of the level. I felt like I was in a scientific warehouse. A+ for doing that. However, it lacked the premise of a battle. Yes, I'm in a warehouse, fighting my friends, but what caused the fight? A little destruction and scattered trash would have helped the scene. Overall Environmental Atmosphere: C+, you did a lot right, but you can do better
This is where I am going to get very nitpicky. The environment and how it contributes to the gameplay. Spawn points above the floor was a great idea. Where it went wrong was when I was able to find a way into most of them, by jumping onto entities near them. In addition, after going around the corner after spawning you were open to fire from the entire map immediately. With 4 or more players in a match, this would lead to spawn camping very quickly. That's not fun gameplay. Now jump out of the spawn points. Most of them have corners underneath them, with cover and some even with a weapon. Where you exit you have no cover. Blam, you are dead by someone running by or sitting underneath. How can you fix this scenario? Provide cover until the player decides to leave. Give him multiple ways out. That way if one exit is camped he can exit another way. Once he gets outs, give him a place to go with cover. Don't allow players to go underneath the spawns either. That way every player has a fair chance to enter the battlefield. You started with a very good idea, then turned it into a frustrating scenario. So for spawning I will give you a B-, you had a great concept with excellent use of the competition entities. But you forgot to think of what happens when the player gets out.
Now lets look more at the environment, weapons, and interactions as a whole. You have a weapon underneath every spawn. This is good for balancing who has better guns. However, as I said before, it encourages camping beneath the spawn. It is better to place them nearby. When a player leaves the spawn, and moves around, there is very little cover. It takes on average 3-4 seconds to move from one cover to another in this small area. It takes only 2 seconds to kill someone. With a level as small as this, there should be cover at a max of 3 seconds away, and an average of 2. Fill your space, use the entities allotted to you.
While the environment looks good, it needs to be functional to the player. There need to be areas of greater and lesser cover, and areas where combat can be focused without compromising a spawn point. With the amount of entities you have placed in the center area of the level, neither happens. When it comes to giving the player cover, the more the merrier. Always try to do this.
Another aspect of the level that makes a huge difference is the lighting. A good level lighting will actually affect the way the player moves or behaves in that area. Your lighting looks very good, however it serves largely no purpose other than looking good. The entire level is bathed in an ambient sunlight which leaves no shadows to hide in. As a general rule for indoor levels, don't put the ambiance above 5. Keep all of the lighting controlled by you, the designer. This will allow for more control by you; and immersion and tactics by the player. In an indoor setting shadows and dark areas are very important to the player as temporary cover. Try not to leave them out. I would give your overall level design a C-.
Summary:
Setting the atmosphere for the environment: Good
No atmospheric sign of battle: Bad
Spawn points out of reach by other players: Good
Spawn points camp-able and open to fire: Bad
Weapons near each spawn for balancing: Good
Weapons under each spawn for spawn camping: Bad
Cover 3-4 seconds or more apart: Bad
Ambient light indoors: Bad
Lighting looks good: Good
Lighting does not help player or effect gameplay: Bad
Overall Game Rating: C-
Don't take this review as bad. You did very well considering the limited amount of time and resources, and limited experience. AAA game companies often make the same mistakes you did, and sometimes worse mistakes. If you keep these things in mind, the next multiplayer levels you make will be much better. Good luck with your future levels!