There's no forced teleportation, JEV3. The computer screens are intangible, and you can walk through them into a small passageway that opens out into the central area. The warp tunnels on either side of the central room use teleportation, but players don't have to use those at all.
Also, I have thought through how this will affect multiplayer gameplay. Basically, I've set it up so that players have to strike a balance. The best items are often hidden out of the way, so you must choose between making a break for the flag and taking a meandering course while arming yourself to the teeth. It's all about alternate paths, and different ways of doing the same thing.
I will admit that UDZ is a bit more gimmicky that conventional CTF levels should be, but I've done my best to make sure that any sort of theme-related disruption is minimal at most. Most notably, I've dashed around it on my own, taking all the routes possible, and reducing the difficulty whenever I think a certain route will more likely than not cause you to fall into a death pit.
I've also tried to make scenery in such a way that most of it either doesn't affect gameplay at all, or else affects it in a positive way. For instance, I created a line of pipes that makes it a bit easier to quickly jump onto the computer keyboards. Other scenery, like the pipes that intermittently pour slime (if you look at the third screenshot of the level from my first post, you'll see one in the background), has been placed so that it can be seen, but has absolutely no influence on what's going on in the battle (unless somebody sits there staring at it, mesmerized, which I think isn't that likely).