Nice! Kind of a fresh look for Q3.. reminds me of Urban Terror.
I'd break up the floors a little (I know it's a WIP, but you asked) ? All that concrete kind of takes away from the detail.. Water drains, stains, hazard stripes.. All kinds of options ..
Speaking of detail: Are those ceiling braces done with actual cylinders for each brace, or is that a mostly-transparent texture? It looks nice, but might be a lot of polys for the "value" .. Even though most of us have no performance problems in Q3, these days.
Thanks for the suggestions, the bracing on the ceiling is an alpha-test texture. So no extra poly's.
I am adding more poly's than are traditonally is a quake map. Since (like you said) most don't have much performance problems these days. I'm pretty good with setting up the PVS with hint brushes and area portals so hopefully it will still run good on older systems.
Except for a few all the textures and static models are original and I'm getting extra-detail out of those (higher res-textures higher poly meshes)