I wonder, do you actually read and use the critique that's given on your nodes? As it's about half a year now and people still comment that you should improve your layouts and gameplay.
Observe official maps within Sauerbraten (like hashi, turbine, ot, complex, douze, even mbt10 for DM maps. Paradigm, serenity, corruption, c_valley, even river_c would do for Capture. Forge, tempest, reissen, shipwreck, bt_falls and twinforts for CTF).
I actually would advice to read several Gameplay tutorials and then observe some of those maps (there should be a list on Quadropolis somewhere but I can't find it right now). If you just don't have any inspiration for a proper layout, look at games which have a similar gameplay like Sauerbraten, Quake (3), Unreal Tournament, Open Arena even Assault Cube could do (as long as the inspiration results to a proper lauout, who cares?).
Next to that, I've got to admit that your work is becoming better. The details are light-weight yet convincing me to be at some egyptic chamber.
Those mirrors for example are a pretty ingenious idea which I've never actually saw on any map with a similar theme and the particles have been used right (while that sun flare particles is often very annoying, it isn't this time).
Nice to see some blendmapping in overall, but I wonder; Why didn't you use so on the flowing sand? It could have been merged right into the static block2b texture. It seems like you've just messed up a little by using the block01a texture as primary layer.
Good to see a lot of details are actually "broken". It adds a lot more realism to the map.
You've added a lot of torches around the map, but they doesn't seem to emit any light. Perhaps you should try to add a bigger yet weaker light-entity next to the current one (and decrease the radius of it). I know lighting is a pain; I often still struggle with it myself but a good lighted map makes up half the effort to look at it.
You could also have used the sunlight
commands instead of adding a light entity with a radius of 5000. You'll have way more flexibility by using sunlight
instead of an entity.
Good to see you're improving as a mapper, but still lacking some insight in layout, flow and gameplay. Next to that, I would give the map a 6/10 for now.