Ok, I promised I'd post some feedback of your map. Before I start, please remember as stated before hand, these are my own personal opinions, take what you will from them or disregard them completely, at the end of the day this is your map and I am just one voice. Many others will see things different to me. Bear with and read all of this .. I have good things to say as well as bad. .. get a coffee though it's a long one
That out of the way..... I downloaded you map with an air of aprehension (remember I said I really have played this map to death and back... I wasn't kidding). In my travels I've come across three other versions of this map .. two were straight BSP2MAP rips .. the other was Slomoe's .. the map was originally only available on fileplanet and never got submitted to lvlworld, but a quick check reveals it's no longer on fileplanet but I did find a link to the pk3 for you...
here.
The original maps name is Ultra-Volience for those that don't know the map and the map is small, tight and totally overloaded with 3 RL's, 2 SG's, 1LG, 1YA, 2RAs and a quad to boot.. hence the name Ultra-Volience. When I first played slowmoes map I could not believe how well slomoe had caught the essance of the map. The biggest let down was the texture set which given at the release time of the map, the first true Q3 egyptian texture sets were still some time away in the making (Sock's and Mr Clean's), looked like they had been ripped from an earlier engined version of the Q series, and hence didn't look anywhere near as sharp as the textures you've used here. The textures on your map are far better, but unfortunately that for me is where yours ends.
Don't get me wrong here, your version is not all bad, it's just, for me, slowmoe's captures the intensity of the original far better. I going to stop comparing your map to slowmoes or the original from this point on, with the exception of one major gripe. In the original map and in the Q2 version I had way back and Slowmoe's map. The jump from the RL to RA, what would be the RL to the PG above the doors to the RA teleporter on your map, is acheivable and yet still a big risk. If you don't get it right you clip the edge of the wall on the RA side (pg on your map) and land in the area below. In your map the jump isn't even vaguely possible without the aid of a weapon. This is because in your version of the map the scale is slightly larger on the horizontal and this is reflected by the much bigger side rooms, allowing more room to dance. It's just not quite Ultra-Volience which is a great pitty, just like in my eyes my first remake, Reckless Aboundment is no Reckless Abounden (Match1). Your's suffers from the same issue as my map in that it's slightly too big horizontally.
From here on in I'm going to talk about your map in it's own right and what is (in my eyes good and bad in it).
First the bad, cause I like to end on the good stuff.
a) The teleporters are too low and they stop the flow of the map as I bang my head on the arch above the teleporters .. very annoying when you are chasing down someone.
b) The doors to the RA are a little too slow in opening in my eyes. Also I think they'd work better if they opened as a pair rather than singularly.
c) The bot issue that Vile mention needs sorting.
d) The steps on the corner that goes past the yellow armour and round to the top ledge for the GL really need, in my eyes some attention. All too many times I found my self bumping into the step going round the corner and totally losing all my speed there when coming up from the RL ledge.
e) The speed of the lift up to the RL in my eyes is a little to slow and needs a boost to improve flow. Might be an idea to go with a JP instead.
f) The map (and your others for that matter) needs a levelshot ... I like to see what I'm about to spawn into
And now the good.
a) The extra space on the map and your decision to include the RG has made for a much more slower and tactical type of game play. It's no bad thing here and works well.
b) I love the teleporter exits they look awesome.
c) In general I think the choice of item placement you have works well on your map and I can't think of anything that's worth the effort to move it.
d) As stated I like the choice of texturing and the lighting in the map is good as well.
In general I like the map, it's hard not to, as it's like visiting an old friend you haven't seen in a while and they aren't quite how you remember them. A good effort, well done. Others are going to like this I can tell. I'll look forward to seeing more from you in the future and I'd be happy to help out on testing of layouts as I've played a fair few of those maps you've mentioned.
Sidenote:- I'm not sure it's possible to reproduce Morpheus or Phobos as they have dual gravity settings and you can't do that in Q3 as far as I know. I'd be happy to be proved wrong though :P
FoRa!