You know, it's funny you just happened to resurface in the Q3A community this month. Just this week I discovered "Swiss Cheese Trickster" and I've actually been coming back to that one (which is saying a lot for me, as I delete 99 out of every 100 maps after a day or two). That map is beautiful, and this one somehow manages to top it. I could go on and on about the visuals but what really amazes me is how you've managed to keep r_speeds so low. Props for testing your vis beforehand, more people should do this.
I'll agree with Tabun that high-res crispness in these textures is undoubtedly lacking, but they still look wonderful, especially when someone puts them to good use. The only thing that really bothered me about the visuals was the lack of a distinct secondary color. All I'm seeing is brown, orange, reddish-brown, etc. Take a look at this shot:

I
love this lighting. I think you should be using this subtle purple accent even more. Maybe change the water color around? It's too bright for me and the last thing this map needs is more orange.
You're item markers have been messing me up from time to time, especially this one:

If you step off the marker right before you jump, it totally trips you up and you get no distance. Maybe you should make these non-solid.

What's the point of this dead end under the stairway? Is it a recovery/escape route? What if the PT isn't there? Why not just add a real teleporter, maybe with some health infront of it. Sure, it looks nice, but I never use it the way it is.

First off, I'm lovin' those flags! More people should get creative with their flags and banners rather than just using the stock sizes and designs. More importantly though, the item placement needs to be rearranged here. That ledge totally stops your movement so the PT is not that appealing. Why not put the 50 on the ledge instead? At least players low on health have a real reason to slow down. As for the PT, I think it could go on a different ledge, maybe the one that has the two 5 healths on it. It's much more connected and I think people would go for it more if it was there.

Okay, it's a creative idea but I do not understand the purpose of this elevator, both from a real world and a gameplay perspective. At least make it a door or something, so you can shoot it down from below.
Some notes:
-I see the exploding barrels have made a return. I'm glad they explode much quicker this time around, making them a legitimate gameplay element. I always appreciate a good hack

.
-The green lens flares may have worked in Trickster, but they do not work here. At least make them an appropriate color, if not then just remove them entirely.
-Regarding bots...
readme wrote:It took me two days to make them play the way they play. They won't do any better.
Ugh.
Why don't more people use fixaas? I know first hand how frustrating bots can be in complex maps. I want to scream when I think about the countless hours I wasted hopelessly trying to balance botroams in my latest map "Q" before I figured out about this feature of q3map2. The bots I played with were pretty much intolerable. They spent all their time in this intersection:

or at the foot of it. I know it's a tough decision after spending so much time on them, but you should really start bots over from scratch using fixaas. Even counting the time spent building a "simple" version of the map, it's 10x faster than getting normal bots to work.
- I actually kind of agree with AEon on this one:
AEon wrote:Pity most of the map's gameplay is in the "nether regions"
I'm not saying your map needs, a central focus of gameplay, this would actually be bad since there are three central atriums. I do think however that they need some more firepower. There isn't enough motivation to use the different levels of the main rooms. Look at the PG room especially. All it has is that PG and a few armor shards on the bottom. I see no reason beyond tactics to use that bouncer and get to higher ground. It's a shame you seem to have some aversion to the LG because it would be perfect for this room or the MH room.
Hope this helped. Maybe I'll post some more specific item placement suggestions later.
-pat
P.S. I like how you spend time on your secrets, they are very rewarding.