I might as well start this thread off.
A while back, I posted my asymmetrical disasterpiece known as Expanse (if you are unaware of Expanse's existence, you can view the map thread
here). Despite completion of the map on Foundry, the limited number of items and budget, as well as a bit of a size issue (too big vertically as compared to horizontally), caused the map to have some major flaws, and it never achieved the success I had hoped it to. After the release of Sandbox, the occasional person would come along and ask me if I was remaking Expanse on sandbox. I replied "no" every time, but in the back of my head, an idea took root. What if I were to make Expanse on sandbox? What if I were to remove the flaws and make the map like I had wanted it to be?
And so I began to sketch. I sketched and sketched and sketched and sketched and sketched and sketched and sketched some more, and now, finally, after struggling to run Sketchup on the worst computer ever, and after putting my numerous notes, drawings, and ideas together on Sketchup on the worst computer ever, my design was finished. It incorporates everything I wanted Expanse to have, but just couldn't; looming and intimidating structures, connected by catwalks and ramps and the like, strung together and balanced beyond perfectly.
And now, without further ado, I bring you the one none of you have been waiting for. It's Expanse... but better.
Overview:

When beginning my design, I wanted to transfer the better parts of the original design from foundry to sandbox, while injecting elements that I had been unable to before. When designing, I made sure to blend all these elements together at the right consistency, designing a map that should play very similar to chess with guns.
How does this work? By balancing points A, B, C, and D perfectly so that players X, Y, and Z will have the advantage over one another based on the situation. For example, let's say that a player is at top mid, another at S3, and another at graveyard. because of arrangement of the pillars at mid and S3, the player at top mid will have a natural advantage against the player at S3, while the player in graveyard will be more protected against top mid than S3 due to the angle of the graveyard pieces. Every part, and I mean literally every part, has been constructed with its strengths and weaknesses against any other given part though through more than any other map I've ever designed.
Custom:

Not many changes here. The biggest change was the widening of the staircase behind custom, making the area feel much less cramped. The tough arch geo will be to replicate the jump from the foundry garage to C3, serving to depower the C3 juggernaut. The only other change is the weird pillar, but there's only one "normal" pillar on the map, as well as the redesigned cross and addition of the island thingy, but more on that later.
Sniper:

As much as I would have liked to have kept the slanting penis wall, the new camo would've made making this section of wall an absolute pain, so the back part of leaningness has been eradicated, and the block large things have been added to break the line of sight along that wall and provide somewhat meager cover. S1 has been redesigned to support the new graveyard, and S2 now sports a snazzy curved ramp. As before, sniper and the elbows are vulnerable to top mid, but have a heavy advantage over the ground floor.
Rocket:

Rocket base has experienced a complete overhaul, with the addition of an actual R3 and geometry that will provide safer spawning options, as well as making rocket valuable to hold and control over the course of the game, instead of just once every 3 minutes.
Camo:

Camo is fresh and hot, and no longer a place you go when you feel like dying. Gay corner is much less gay, and since there is no metal to be found, metal and curved ramp has been converted to a mound of wedge large sexiness. Under the camo/rocket catwalk, a small "goldyard" has been added for spawning and LOS breaking purposes.
Mid:

Mid has become a section of the map even more valuable to control than ever, as the addition of a pillar on the garage side of top mid gives it cover from custom. Teams holding mid as part of a well thought out push or retreat will be able to counter any of the bases during these crucial moments.
Graveyard:

Like camo, graveyard is no longer a place to go when you want to die. with the addition of the base in the sniper corner, graveyard is no longer just a graveyard, it's a way of life.
Weird little island thingy between rocket and custom:

A new addition to the Expanse design, the island will open up a much needed route from C2 to R3 and back, as well as providing some safe spawning options and geo'ed sex with the map's second amazing wedge contraption.
Well, I would write more, but I burned myself out on the beginning of the post (even though I now only have to write up about half of the thread when the map gets made) and am kinda tired right now. You can download the
sketchup file to get a better look at the design, if you want.