deck_16 is probably my worst internal map balance-wise. I elaborated about it somewhere, but basically it was the first map I did, and I made it to match up to the actual deck_16 in UT as closely as possible. Unfortunately, I didn't account for any of the class abilities (lol), so you have really cheap shit like Snare and Doom flying all over the map, and some classes being really bad (chryssalid, richter, ash).
If anything, it would be nice if you could help me think of new health pickup locations. I'm not too fond of the current setup, especially on the bottom right area where camping is prevalent. The current flow is really bottom-heavy, and doesn't really encourage exploring upwards. Maybe placing health vials intermittently on the elevator path would help?
tdm_bunker is luckily a pretty well balanced map, which is surprising because I also tried to be as faithful to the original in conker's as possible. I guess it has to do with the enclosed path, low ceilings, and crates. Mobile classes have a huge advantage in small games for health kit runs, but in larger games almost every class is usable. Especially Chryssalid (arguably his best map).
I guess I'll start working on this again after like a 2 week hiatus, and take a break from Guild Wars 2. Expect an update by this weekend, with hopefully a finished version of clock tower, and the usual error fixes.