A. please put readmes in /readmes/ they really untidyup a baseq3
B. please include the .map file with all your maps. Thrust me, it's going to give you those files back when your older and have lsot them.. and for guys like me, who might optimize the map for you.. we luv doing silly things like that..
C. unify your scripts into one script/unify your textures and env into one folder and repath them in the shaders.
D. the sky is moving too fast, slow it down.. dizzy whew...
E. lol your modelling is tight. r_showtris 1 in the flagroom.. clean tris. doubt theres much one lke me could do to cut a few lines out of there...
however you've got some overdraw.. the trim under the columns, the floor and trim behind the jump pad pudiums...
the ledges along sides of the flag rooms are details, move them down one grid unit, get the edges away from any edges on other geometry.. they cause odd splitting... anywhere theres a detail aligned to an edge.. pull it off the edge one unit.. face is ok.. edge is edgy.
F. there is some visible hint related stuff that could be tightened up.. im still in the flag room.. the corridors leading out have more deawing than necessary.. sometimes that means cutting a set of brushes to shorten the length of the face thats included in visibility.. and sometimes its just a hint missing.. i dunno though,.. have no idea where your hints are...
G. the light details have too many triangles.. they are optimizable.. the double fosphorants.. vertically.. they have eight lines -ish each that can be removed..
H. since youve clipped the stairs to have three brushes each, on the little square brush along the edge, pull one vertex in four units.. and texture the outside triangle.. this will make what you've done with the overlapping overdraw along the edges gain purpose.. and look pretty good too..
I.the side to side length of the flag room+corridor either end is very flat.. one
level..having some up/down in one area there.. or half and area, like one side of one corridor could be two levels... not sure if you feel me here.. but it felt long and flat.. looking through the flag room from down the side hall.
J. the room with shotgun and machine gun ammo can certainly be optimized in terms of overdraw. it will add some tris.. but lose a lot of texture hiding behind details on the walls.. structural overdraw. and the ammo in the room i feel would do the geometry more justice if it were on the ledges aside the stairs... and put jump pads at the end of each ledge on the bottom to get up..
also.. there's two area 51 symbols on those ledges and they're red on both sides, blue and red team, and they're only on the ledge on the entry of the right side to each base.. the ledges of the other room opposite side are dark.. no decorations..
K. in the central area you built a trough under the grates either end.. and textured the faces below the grate but did not put any light under there. so it is dark and the textures are invisible in the dark..
L. the triangle in the central area are mess central.. lol so much odd spilitting and stuff causes that araa to draw too large and edges are everywhere they ought not be..
M. the mega health area behind the flags.. notch the walls on either side of the mega so that weapon fire can get through a spot... mid way up.. that changes the leff ledge and the right ledge to be slightly different.
N. not sure about the use of the direction markers.. feels like you missed a few spots.. maybe make them bigger if theyre on the floor.. think about putting them on walls.. and placing more of them..
O. the upper tier of flags seems to be hanging out there really far.. on nothing.. oddly..
the lower tier of flags is too high.. it caters to the second
level and not the first
level.. i'd drop them down much lower.. so on the ground
level the flags are visible from any entrance. once again,,, area 51 stickers in red everywhere.. lol confusing seeing red on the blue side.. maybe change the color to purple(red=1,blue=5)6=purple
P. under the ledges in the flag rooms, where all the health and armor is.. patch the corner closest to the flag to be round instead of a tight angle. so transition is force smoothened when picking up the items there en route to the jump pad..
PS the same ledge on both sides... you've done a double mirror in the map, mirror left right, mirror north south... now is the time to revise a few of the details and structural on one side of each base.. mess with the mirror..
Q. the ceiling is great in the flag room, but it lacks a bit of depth.. maybe on the bridge line.. a curve along the z axis.. would really change the feeling it produces..
also upon entry to the flag room.. a split jump pad would be cool, a half sized, left or right option jump pad to the ledges either side.. from the middle.
roughrider is an old friend, so i actually TRY when i review his stuff. lol not saying i wont try when i review yours..

but effort begets effort