I heard you just wanted to know of errors in the map: there is a small cube sticking out of the floor at the left side of the way when you come out of the storage room next to the tower.
As for a rating, I enjoyed the map, especially the church. There were just some moments in it which seemed... Immersion breaking.
I.e. there was a light, a bright spot, which serves as a natural eye attraction. If you look at it closer, you get disappointed. The small candle which is in the church, you notice it has a stone-like side. Immersion broken.
You go to the top of the tower, see a bright light that wants attention, a candle. You go closer to enjoy the beuty, but you see a strange "flame" and some small details that you actually don't know what they are (I think it were some coins). Poof. Immersion broken.
You walk through a storage room, then see a long, curvy tunnel. You notice it is very plain and the lights are the only real detail. Poof. Immersion broken. Again and again.
The same goes for the church. It has more detail than the rest of the map, but you can't focus on small details (such as two letters at the coffin) because they look *ugly*, at least when compared with the rest of the map.
So, how to avoid that?
First is, turn the light radius on things you are not really supposed to zoom in up.
Second, don't focus on geometry. A churchdoor you don't have to walk *through* to get in would benefit my immersion more than a super-detailed-CP-door.
Third, make the textures fit. With making textures fit I don't just mean to offset it here and there where its neccessary, but also choose the texture that suits *most*, vscale it to the neccessary size , vcolor it to enhance it, vshaderparm it when you have to, hell, even create your own texture if you dont find any other way.
Some ugly 6-sided prisms get beutiful shiny coins, because they tell the viewer through multiple ways that they are beautiful, *not* just geometry.
And thats the main problem here. The clear focus is on geometry. Only on geometry. A map has to focus on every detail, every layer of immersion. Geometry, lighting, texturing, particles, and, what is often forgotten, sound.
Have you been to the waterfall(s) with musicvol 0? Did you notice anything? It's silent. And that is the point I make about the texturing, the particles and the lighting as well. They are silent while the geometry is screaming:"Look at me, I look fancy!" And if you do, you notice the weak point of geometry, that it doesn't provide infinite detail. That it is not enough alone. That it needs the assistance of every layer of beauty.
So I come to the same conclusion as Suicizer her, yet I don't justify his rating. For me, the geometry is still done exeptionally good. That's worth 5 points. And the lighting is still somewhat-acceptable, that makes one point more. Provide more layers of immersion and maybe i can somewhen really enjoy the map and give a 10/10.
6/10 is my conclusion here.