Ok, time for a review.
Content
Never ever delete your node, period. Why? Because people invest time in making a comment for your node specificly. By deleting your node, their time is wasted and makes it look like you disrespect those people.
The packaging is improper. Be sure to read the Packaging Guide. However, it's nice to see you've added all files which actually matter to represent a map.
Theme
I've always had such idea also; to make an environment which vegetation is the primary theme. Perhaps you know the old but wonderful looking map (although for it's age) Nod? It once even was in the releases of Sauerbraten (until trooper edition came out I think). It never was an actually playable map but it has a very similar theme.
Texturing
The texturing is pretty plain. It's a lot of the same wood_brownlight texture of medieval_soc. You could use some more than just 1 of play around with blendmaps instead.
Geometry
The geometry isn't bad in overall, but 234k of wtr for a ctf map? Seriously for such small map? I'm sure you can get that back to 90k instead.
Lighting
The energy bulbs which appears all over the map are nice light-sources, but a bit overused if you would ask me.
Detailing
There are some nice details shown, but they doesn't seem fit the theme at all. Somehow there is some wooden statue of some berserker spammed all around the map. This detail has 3 things which actually are technically quiet incorrect. You can ask yourself the next couple of questions:
- What does it actually has to do with a theme which shows off somewhat junglish/naturistic theme?
- Is this detail not asking too much attention compared to the rest of the map (are the details not clustered)?
- Is it appearing only a few times on the map?
Also, it's nice to see you've used particles. But what are snow particles doing in a forest?
Next to such details, there are also details which are way more subtle, like those spirals shaped into the wooden tunnels.
Clipping/Noclipping
There are several things which could be clipped or noclipped. For example, weapon spawn points could be noclipped (I actually suggest not to use weapon spawn points but blendmaps instead. I've never seen a tree with such trimmings).
Flow
The layout seems to be very unconstructional. There doesn't seems to be a clear way to each base except the upper paths (the teleports work pretty confusing). It seems like you've already putted some effort in making it flow better (as like not buming against ceilings all the time you jump), but the room in the centre of the map still lacks this.
There's a hole in both rooms which the flags are spawning, what about replacing the shells for a jumppad, as it feels like you are able to go up there.
Gameplay
The map still lacks a lot of ammunition. Although there are enough playerstarts appearing on the map, like 1/3 is placed in a very odd and deadly angle (as like facing the edge of a path). You can consider that a player never let his forward button go, even right after spawning. So what about deleting such playerstart or let them face some other angle instead?
Overall
The theme is very original and has certain nice details (like those light-sources, spiral-shaped tunnels and stairs), but there are also a lot of details which contribute no real addition to the theme, neither fitting so (like using trak5 textures with wood. It feels quite odd). So I would suggest you focus more on overall details instead of tiny things like a statue for example. Such details are nice on a conceptual map, but not on a map with some gameplay as target. You could also use blendmaps to let the theme come out way better as it does now.
Next time you create a map, try to set a proper layout first. If you've done that fase, then start slamming some walls into certain shapes to make it look better.
P.S.
Nearly forgot to tell, the window models seems to glitch a lot (as like the engine isn't sure what to show; the model or some raw geometry). This is pretty annoying when moving around.