Ok, now back to view the actual map...
The content has been improved (as the packaging is), good job. As I already stated, the screenshot looks fine.
Some more info in the description could be added, as the only information which is being provided is that you've worked 10 months on the map and it has bases to play capture on.
Even the screenshot shows so, the map isn't really as dark as it appears to be.
The theme seems to be industrial. This has been made pretty clear by the tons of details and textures that have been used, but it doesn't seems like 1 solid piece of map.
The texturing isn't bad, but not good also. A lot of textures have been used, but they aren't really seem to fit each other. Like some buildings have the easy mur073 brick texture of dg, but when looking to another side of the exact same building, it's covered all over with different textures of techsoc and lunaran. This somewhat looks pretty unrealistic.
Even there already have been used a lot of textures, I think some textureblending could do the job of making the map look more dirty. It already has several details which prove it should be broken, but I miss the dirt.
The geometry of the map is pretty inefficient, as 223k of wtr for such map is pretty much. This probably is because a lot of details have been copied or could be made with way less triangles as they are now; while still having a very similar result. Also several trimmings could just be a texture instead of a trim which contains geometry.
So try to keep the map more light-weight, to make it also playable for people which aren't having some power pc.
The lighting is pretty odd. There are a lot of light-sources which aren't containing any light-entity at all, but also the opposite is appearing on the map.
There also still are other mistakes, like in the cave with a construction-lamp where a spotlight is attached to the light of a pickup, instead of the intended light-entity.
That brings us to the next point; it's not a great idea to add light-entities to pickups. Why? Because when people grab the pickup, there's no sense for the light-entity to exist. This could be avoided if Sauerbraten had more dynamic light-entities, but it hasn't, so should be avoided. Next to that, it kind of breaks the atmosphere to see a blue or green light on the floor while some sunlight is also shining (especially in capture, where no other pickups as health, armour and powerups are spawning).
The detailing is the strongest point of the map. There have been added plenty of details, which is a good point. However, some of the details contains a lot of mistakes in it, as for example the grates which appear near the cave. There are plenty more of such examples, but you gotta do something on your own also, isn't it :P?
Which brings to the next point; grates often take a lot of wtr while there are several models within the official Sauerbraten to replace them. So what about replacing them and add some mapmodel instead?
The clipping is pretty odd. There are a lot of things which are clipped (or noclipped), while other things are "overclipped"; like a bridge with holes in it (it's near some sort of tower) where some skytextured geoemtry prevents you from falling into those holes. Most of the holes are even too small to fall into so it's pretty illogical to add such geometry inside the hole.
You did add a nice clipped ceiling though.
The flow is the biggest problem of the map. There are tons of example which show off that the flow could be improved tremendously. As for example, you've added a box right in the middle of the pathway which exists out of jumping on 2 planks that are lying in a dumpster. There also are a lot of dead ends in the map, while they doesn't have to be like that.
So it doesn't look like the layout is well-thought. Just run a couple of minutes around the map and notice where people could get stuck or being slowed down and try to tackle such issues.
The number of playerstarts added into the map is WAY to low. Such sized map should contain over like 32 playerstarts at least, instead of 7.
The position of the bases isn't really logical either. Putting base right in a corner often isn't a smart idea, as it kills the idea of capture - being able to capture bases and claim victory. So try to add them in a more open area, yet still having some cover. As for example, base 7 could be placed right in front of those 2 pipes, instead of behind those pillars. This still provides some cover, yet other players are also able to see what's going on around that base.
It also isn't a great idea to add a base very near the only YA in the whole map. This gives the persons who hold the base a significant advantage over all other bases. So don't just give players such cookie, let them sweat for such reward.
As were talking about pickups already, the placement is pretty odd. For a map of such size, there could be easily 2 YA and 3 or 4 GA, with a lot more ammo than there is being provided right now. Having only 2 places where grenades spawn is way too less, a similar case for any other weapons except the riflerounds. Try to add at least about 12 grenades and shells, 8 bullets and riflerounds, 6 rockets (and cartridges if there's still room left). Even a quad could appear on the map to make the gameplay more spicy (you did add a healthboost however, it's pretty easy to get that).
As it currently looks like, I think the map could be done over 4 months. There still are a lot of things to fix and to improve. But I see some potency, so keep it up.