Okay, just ran around for a while.
On the one hand, this is *not* your typical Q3 map, which is kinda cool. On the other hand, I think the gameplay could be a lot better and more interesting--right now it's sorta just running in a big circle and occasionally ducking in to get the Quad.
triscount is sorta sucky right now for a Q3 map...on the other hand, Q3 is a bit long in the tooth and everyone's running it at 8 billion frames a second anyway, so I think you could get away with the increase in detail that would be involved in making the layout a little more interesting.
The first thing that comes to mind is adding a cave system. There are a couple of places down low that would be ideal for a cave mouth. If you could have 3+ entrances (to make it a bit more interesting) I think you could have some interesting gameplay there. Maybe even a tele in there somewhere. Also, if you dropped the cave mouths down to water level and/or raised the rest of the island up a bit, you could probably get some pretty decent vertical hinting going on and have the cave mouths not be drawn from everywhere...
Another possibility instead of (or better yet, in addition to) caves is to add a cliff or a raised part or some kind of big rock formation to the island, just to break up the "fighting on top of a big mound" feeling, which I think is the maps biggest failing.
obsidian wasn't the only one who ended up on top of the Quad hut.

I don't know if that was intentional or not, but you could do a LOT more of that. I could see a series of short cuts and secondary routes that would really fun for those with some movement skill, and certainly add some items to those spots--not vital/big items, but at least some extra ammo or health to reward those who have the skills to take those short cuts.
Finally, what are you doing for lighting? Sky/sun light + _minlight or something maybe? The shadows seem unnaturally dark and odd looking to me. Maybe try upping/using _minlight and/or using bounce lighting or something? Also, that crate texture looks *really* white where it's getting direct sunlight...maybe dim the sun a bit or add/change color, or darken the crate texture, or something?
Hope this helps.
P.S. This is really anal and nitpicky, but you probably shouldn't have that angled wood texture at 45 degrees on the edges of platforms--it looks odd. Just make it 90 degrees so it looks like the ends of cut boards...