The ingame screenshot fails to load (as .png format still isn't supported; at least not on Windows 7).
I've already mentioned the screenshot displayed on the node could use some more dimensions...
The g_pack texture (g-concrete05) on some building could use some less specular light (it feels pretty wet while the atmosphere is showing the opposite).
The floor texture (nieb/garden/stone09) doesn't feel right next to the nice shader-rendered textures on the wall. It feels too flat if you ask me. I'm quite sure there are way better textures included in the official Sauerbraten than using that one.
You've used some nice texture blending on the wall. However, it still could be a little better. You can use blendmaps on walls just like on the floors (as not just 1 long stroke) by using the
texlayer command more advanced. Some good examples of that are river_c (although not used vertical) and Mystic Farm (look at the bottom of the well). I've got to warn, it works quite tricky (specify the textureslot of the blending texture, then specify the mask instead of the texture as layer, 1st parameter is blendmode, 2nd parameter is blendbrush).
Why are you still using an intern light entity to represent the light of the sun? Ever heard of the
The atmosphere itself feels fine.
Although there are a lot of vents assembled on buildings and a lot of wires are running from one house to another; there is no source of electricity at all. It doesn't feel very right in such broken and dirty (according to the textures) environment (especially when they are textured with the lunaran/glue2 texture). The same counts a bit for the ladders (although they do fit in the environment, they feel like they need a different texture). The vents are also missing sounds and particles.
There could be some more dust/sand around (like on stairs, which some of them are quite poorly textured as well).
I like that wooden bridge. It still could use some broken planks at the floor below.
As a lot of people forget, the clipping material isn't only present to avoid players getting at some place where they shouldn't be; but also for the rendering system. Everything which is surrounded by clipping material is considered as "not important" to pre-render so will ignored at that stage (as in generating viewcubes for PVS culling, but also for calclighting). So surrounding the outside with clipping material can be very beneficial (as well as the ceiling).
Some windows and doors could use some clipping as well. There's a wall of clip sticking out at each side of the map for no actual reason (not even for PVS culling).
There seems to be a lot of layers of areas, platforms and paths, but that's a weak point right now. It all looks quite the same. What about some more banners or even different painted doors, windows or marks around the map?
I miss crates on certain places. I know you've added the cheap ass palm trees so you can rifle-jump, but the other aspects of gameplay has been forgotten totally.
Too bad there are no pickups neither waypoints yet.
I think this map could work better as a capture map (not mirrored of course).
The map is about half way done and had a good start. Let's see how it ends. I'll rate 7/10 so far.