Still some missing textures. It's a good idea to test maps with a clean installation of Q3 so that you can spot these things.
trying textures/charon_dm13/meat-wall_greyrocky.TGA...
trying textures/zfs_eff/zfs_anim_f.TGA...
WARNING: R_FindImageFile could not find 'textures/zfs_eff/zfs_anim_f.tga' in
shader 'textures/zfs/zfs_anim_tin'
trying textures/radiant/notex.TGA...
textures/radiant/notex should even be there. It's an editor-only texture and not a substitute for caulk.
Remove "single" from the list of options in the .arena file. Is the .map file meant to be in the pk3? texture/base_wall/chrome_env.jpg shouldn't be in the pk3 because it's an original Q3 texture.
You can drop down the JP shafts near the cross-level launch pads and land on a small ledge near the bottom of the shaft. It won't be helping bot performance. It'd be better if all the parts of the shaft were identical in curvature.
I've got some screenshots as well of where there are sparklies and z-fighting, but I can't upload anything to my website at the moment. I'll try tomorrow. The upshot is that you seem to have endcap cap sparklies where you really want to use bevel caps. there are also quite a few instances of z-fighting because you haven't caulked behind curves.
The overall performance isn't good because of all the shaders and general lack of vis blocking. I wouldn't mind seeing the addition of the LG or RG as an alternative to the RL and PG.
Botplay still isn't great. They only occasionally seemed to go for the RA, for example, and there was still a lot of play at the top of the level.
[The next day when my website was accessible again.]
<img src = "http://anwulf.teamhuh.com/images/nodome01.jpg" width = "480" height = "360">
The sparklies are along the edges of the cap and along the edge of the curve in the background between the YA and the 5 healths.
<img src = "http://anwulf.teamhuh.com/images/nodome02.jpg" width = "480" height = "360">
More of the same here and on the other side. You can just see the sparklies in this shot.
<img src = "http://anwulf.teamhuh.com/images/nodome03.jpg" width = "480" height = "360">
And same again. More sparklies along the edge of the cap.
<img src = "http://anwulf.teamhuh.com/images/nodome04.jpg" width = "480" height = "360">
There are still quite a few curves behind which you haven't caulked. The black line is a variety of z-fighting because the surface behind the patch isn't caulked. So also the curve in the background.
<img src = "http://anwulf.teamhuh.com/images/nodome05.jpg" width = "480" height = "360">
When you jump down these steps you get caught on the arch. As I've suggested, remove it or raise it. I'd remove at leats one box of shells from that landing, or both because of their proximity to the SG.
<img src = "http://anwulf.teamhuh.com/images/nodome06.jpg" width = "480" height = "360">
Another example of z-fighting. You could also make that curve out of an endcap to avoid the seam behind the RA. Also, you could have a trim between the curve and the wall, again to make the seam less obvious.
I took the liberty of having a look at the .map file. One enormous problem is that you've enclosed the level in a box. Never a good idea, and certainly not recommended. The sparklies above mostly seem to be because you used endcap caps. Don't forget that while many patches can be adjacent to one brush, you can't have more than once brush adjacent to a patch otherwise you end up with T-junction cracks. An potential instance is the walls where the RA is (although here you've extended the brushes beyond the edge of the patch and have ended up with z-fighting). You could certainly make a few more brushes detail, but not the outer walls of the level.