Nice map pjw, though a bit tight in some spots. Some small suggestions and ideas:
I constantly bumped my head on the doorframe marked in red (when jumping down from flag). The crates on the sublevel (not visible on the screeshot) are also a bit huge and often got in my way on my way to/from YA.
Just an idea: you could offer a ramp jump up to where the enemy is on the screenshot at the place marked in blue. Maybe to easy to get away with the flag then, unsure. (EDIT: forget about it)
Screenshot 1
You can make a sweet doublejump on the blue stairs, but you'll crash into the wall marked in green afterwards

. Slows gameplay down a bit. The bars in the background (at the window, marked in red) could use some clipping.
Screenshot 2
I like the double/ramp from the stairs to GL, here's another route that would be fun and could be used to cross this room very quickly in CPM. The blue lamp would need a small adjustment and should be a bit higher so you can get the double at the point marked in red. Almost works atm, but it's tricky to hit the lamp in the right way and one doesn't get high enough.
Screenshot 3
I'm standing at the flag position here, view goes up to JA (marked). I think you should cut the piece marked in red out of the wall to make it easier / faster to come down from JA to flag.
Screenshot 4
A few words on the BFG: You can't jump across the water it's lying in because the ceiling is very low. Was obviously made intentionally, but I don't like it.
Access to the BFG is a bit easy imo, BFG will dominate at least in vq3 (it's not that strong in CPM, but I found myself using it very often even with CPM). Maybe one BFG in the center of the map (a bit harder to get, maybe simply a deeper water-filled hole in the central room) could be better.
That's it for now.
v1l3 wrote:since nobody has popped this up..
Could have seen it on the screenie I posted.
