It took me a while to recognize the map, but finally figured it out. The extra side chambers had me confused for a while. Over all the additional chambers are good. Strangely, even though the map feels cramped, I remember the central chamber larger in the original, the map is surprisingly fun. A total fragfest...
Some things you will want to look into though:
- The water textures in the small fountain and the behind the crates in the same room are full bright in lighting. It needs to be toned down. Is this vertex lighting? Obsidian should be able to help you here. Just something that needs to be fixed in the water's shader.
- Your bot .AAS is huge. Meaning extremely inefficient, that normally means that AI is dumber as a result. The bots get confused my the map. You should simplify all the detail geometry by covering it in common/clip and common/botclip to help the bots navigate the map better. I.e. the elevator wall with the spiky metal deco needs to be clipped with clip to keep the player from getting stuck under the deco, i.e. the elevator stops going up when that happens.
- You should learn to use items sparingly. The top level far side of the elevator has far too many 50H (5x IIRC, Health)... two will do. Placing ammo next to a weapon is another thing to avoid. Make the player run about to collect ammo for the weapon. E.g. Rocket Launcher and ammo, and the double-ammo for the Railgun, place the ammo elsewhere.
- A general tip, make a copy of your quake 3 folder and name it quake3clean... then remove everything (extra textures, models, scripts etc.), only keep the files that a normal install comes with. This clean install folder is where you put your map's pk3 file for testing. That way you know if files e.g. textures are missing in your pk3 file. Presently the "tree" in the fountain room is missing a texture or shader.
- I am pleasantly surprised that bots actually use the elevator... cool.
- The switch... hmm... the bots don't seem to use it... not really your fault, they never understood switches in Q3A IIRC. But to make the bots get the Red Armour, your might want to add a info_player_deathmatch (player spawn point) down at the RA, but with key nohumans and value 1 set. That way only bots spawn down there, humans will have to use the switch.
- You might like to make some of the doorways wider, especially on the lower level corners, on the opposite side of the elevator (under all those 50Hs). Presently the bots tend to get stuck there.
- Personally I'd hang those teleports 8 units lower. In Quake they were high up, but in Q3A that looks a bit weird IMO.
The most work will need to be put into
clip, to make the movement along walls and doorways smoother for the player. Presently you can get stuck all over the place.
Note these comments are not criticism, but an attempt to help you make better maps. We all had to learn these things at some point or other. Keep it up.