I don't comment on peoples maps much these days but I had a look, mainly coz I was interested in the rocks. The 'ice' does work, where it doesn't it's becasue you've got some 'spotting' which just blows out the specular and the contrast of what you see on screen; 'white' (near white) pixels in Q4 lighting blow out far too easily so you have to be *really* careful about *where* the light entities are placed.
All the same it might be worth trying to pull back on the specular levels of the ice texture to flatten it out a little bit, or.. try a 'contrasting' specular that has shiny/dull areas to it so it's not too in your face.
One thing I did think that might make the map fun (stuff 'competitive players!!) was to add a 'slick' material parameter to the shader, only trouble is I can't remember if Q4 has a slick material decl.
The rock normal maps could do with a bit more work but that's dependant on whether you have the time or inclination really, as they are they 'work' but you could push them for much greater effect.
For some reason I found movement around the map really awkward, it had nothing to do with some of the tight areas mentioned by the guys above though, I think it was to do with the items, they seemed to be placed too far out of the players general path thru the map that it felt like it was 'breaking' the flow.
I only skimmed this thread but I hope you do something about the *huge* apparent deadend that's the Quad area, that's a lot of space being used as a dead end that there's no quick way out of which is ok as a risk when going to get Quad but a pain if you happen to fall down there by accident.
Watch those hard blocky shapes in the rock model, they look out of place conpared to the rather 'softer' look the rest of the model has, doing rock isn't quite as easy as it looks
