"hey guys just to remind you that this is also for DevEdition of AssaultCube"
What does that mean actually?!
However... here´s my opinion on the map:
It felt quite good at the first few seconds, but while I was walking through, I recovered loads of weak points. The way you used textures is weird in some cases. E.g., the metal texture on the upper wall is supposed to be on the floor.
Several fenceposts are wrongly placed and this hook at the cla base doesn´t make much sence, imo. There are way too much palette-mapmodels...
The corridors and doors are too narrow in some spots. Actually there´s not much space to move in general.
I don´t understand why you put two pickups of a kind next to another. I remember two places, one with ammoboxes and another with grenades. That´s too much and you may consider on which places pickups will be usefull...
The weakest area is the rvsf-base. This coloured lights are highly useless and look quite odd, too. I seriously don´t get, what this lights are good for. The whole outside-area is way too open, especially comparing it to the narrow indoor-area. To be honest, the whole rvsf-base-area looks like you got bored and just quit working on it...
As I said it felt quite good in the start, but turned out to be a lower-than-average-map. I even think you got potential, but to me it seems, that you should bring much more effort into each project. A good map requires lots of time working on.
Not so great.