He makes good, above average maps, but nothing really seemed to stand out from the traditional UT style. David has done an excellent job of making sure the level feels like a real location without having it dictate or impair the flow of the map. The electric chair is a perfect touch. I wish more mappers would use it. He's mixed bit of the industrial sets together to make a very enjoyable and attractive frag pit.
Bots seem to handle the map well, and colored lighting is used well without becoming gratuitous.
The Shield Belt is placed in a high risk area, and it works well. Not only are you vulnerable to enemy attacks because you're in water, there's an added risk of falling over the edge of the waterfall. The level does have one irritating problem - a funky collision error that occurs while heading down a ramp towards the bottom waterfall area. The flow in this map is near perfect. The weapons and items are placed perfectly around the map to draw you through it, and the map doesn't feel forced or contrived.