My wife and I have both seen the lag issue and the lag and getting kicked is independent of the common network here.
What I have noticed while venturing throughout the map is that there are a lot of places where the map developer/s left brushes and/or meshes that are overlapping duplicates. I would suggest running a check on the raw maps coordinates for brushes and meshes and find all of the duplicates first. These stray brushes and and collision boundaries can generate a huge problem at the server and client end inducing lag as well as detracting from the whole of the map by creating areas where two textures occur in the same location, and one is not correctly aligned to the axis of the surface creating black holes and hashing.
There are also several areas where the visual effects such as darkened cave entries and simulation for sun rays are incorrectly executed. One should always ensure that by climbing items such as sun rays do not terminate below the point of view of the player. Changes in lighting conditions at cave entrances for example should be performed by use of lighting environment variables.
On the whole I would have to venture that whomever worked on this particular map was hurried. On the whole this area is cluttered with annoyances that detract from what otherwise would have been an awesome area.
Good luck scrubbing this huge area of problems as an ex mapper for HL & HL2 DM maps I think someones got their wok cut out for them as the copy and paste monster left to a lot of duplicate items that went missing from the eyes of the mapper but not the rendering process.
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