Hehe didn't rate this map yet...always was hiding from it, lol...maybe it's because i get a bit of claustrophobia on small maps, dunno ;)
To be honest, it's very hard for me to give a proper rating this time. On one hand, all the content you created deserves a very high rating, on the other hand it's too small for my personal gamestyle (i'm more of a rusher and wannabe-rambo in fps games xD) and i can't really move on it - as soon as i manage to accelerate, a change of movement direction is needed again which slows me down, i have to consider that as well. Or i just suck in the meanwhile because i only play rarely, no clue really.
However, the atmosphere & lighting once again is just great, and i just love the mixture of textures, and all the fine details of course, which make it very unique. It's just full of good ideas and well-done stuff. Once again. Pickups should work fine too.
Considering all this i'll give you "only" 7/10 this time though i fear it might be a bit underrated in comparison to other small maps.
Btw, always was wondering why you named it "exit strategy"...could you explain, please ? :D
P.S: Believe it or not, i'm already trying to find the proper words for around an 3/4 hour already, previewing and editing my comment for the bazillionth time. LOL !
EDIT #43242: You really should just noclip the star-shaped details on the walls, and add clip to all deepenings just to make sure...if something in the sauer code gets changed in regards of the player hitboxes or collision query (or however it's called, you get my drift), it might lead to issues otherwise. Speaking of experience here ;)