poompoom500 wrote::scool: Continuation,
Well, here is
progress report of the AS-RobotFactory revised map. Deleted the
turrets in the start point. Moved the SpawnManagers side by side. Then placed
TeamProgressVolumes to trigger the monster spawns, first by the zero spawn area, then by the crane area, and then by the antennae objective area. I also added monster spawns by the destroy gate area.

Cool. It's been awhile since I've done RobotFactory but I just checked it out in the game again to refamiliarize myself with it.
My suggestions:
1. That first area, up until the blockaded door, is very sparse in terms of objectives. I also think this part of the map should feature a lot of enemies, as it's meant to represent you breaking through the enemy's defenses. Therefore I recommend adding 2-4 more optional objectives along the way somewhere. These optional objectives could lower force fields to make additional health/ammo supplies available, or respawn allies (or both).
2. Since this outer combat area ought to be pretty busy with foes all the time, I recommend making certain foes in this region spawn infinitely.
3. I also recommend that you utilize some hitscan monsters throughout the exterior section of the level. Hitscan monsters such as Skaarj Snipers, Mercenaries, Nali Fighters (w/ appropriate weapons), Beamlords, etc. are important to keeping long range combats with monsters threatening, since otherwise players won't be at much risk.
4. You'll probably want to replace that big ion cannon thing with another objective, since otherwise it'll go entirely unused.
5. The interior section of the map is a little short, so you might want to consider adding in another objective or two somewhere, and possibly expanding or adding walkways to rooms that would otherwise go unused (like the spawn rooms where defenders would normally spawn).
6. Be sure to delete all the turrets on the inside as well, red and blue, unless you're planning on using them (like I did in my conversion of Thrust).
7. After players destroy the AI generator, you might consider adding another objective which would be to retreat through the map and reach an evac point. This is a very easy way to get a little bit more gameplay out of the map, and it makes great sense. (If you do this, you will probably want to force players into the AI generator room via TeamProgressVolume and lock them in there until it's destroyed.
Other notes:
8. TeamProgressVolumes are generally best reserved for spaces where you're trying to force players to regroup. For example, you might have a door that you don't want players to proceed through until they're all ready. Perhaps because there is a boss on the other side of the door. That's a good thing generally to prevent rushers. Using TeamProgressVolumes to trigger monster spawns doesn't seem like a very good idea unless there's a natural obstacle that players will naturally have to converge on to proceed.