I can't judge item placement as an aas file is missing and I'd like to play the map at least against bots before taking a closer look at it.
Here's what I found:
1. The skybox's top texture is way too dark. All side edges have visible seams. Also, this error message is shown in the console:
WARNING: reused image env/cloudsky/cloudsky_[ending].tga with mixed glWrapClampMode parm for all six skybox images.
2. Missing textures
3. Some sparklies
4. The lava texture looks very good. But the blending is horrible. Try using the same image again for blending, you probably won't need an alpha channel. Make it pulsate more slowly and don't let it become that opaque (can be done with blendfunc blend and alphaGen wave).
5. This teleporter area is too dark. When I approached the teleporter from the place I took the picture from, I thought "If matter can travel through this teleporter, and I can even see my destination, the light from the other side should travel through too". In other words: put some weak reddish-orange lights for the lava and white lights for the sky light in there. If the destination is bright, the entrance to it should be bright too.
6. The socket and its bridge don't fit your map's theme. I'd change the textures and add some kind of arch below the bridge. And you need a reason for the opening in the wall (wasn't that said already? I remember kaz (?) writing something like this, but it seems his posting is gone). Right now there is no architectural logic behind a bridge connected to a hole in the wall that has not been there when the bridge was built.
7. Two things regarding archways: first, the texture usage undos the architecture of these arches. Because all faces are axial, one barely sees the details of these gates. Try rotating every second face by 90 degrees (or similar) to make the lower/upper pair of faces stand out. If rotating doesn't work, try rotating + scaling. Second, this patch cap like frame around the arches feels unnatural. Try to close the gaps with angled brushes to have one plain wall surface instead of these rectangular open areas.
8. Item placement in this area has to be redone. When I want to get from A to B with regular Quake speed, running back and forth and ending up in dead ends aside high stairs is the last thing I want. Try to reorganize the items in a way a player can grab them while running without having to stop and being vulnerable.
9. There are multiple areas where the player can look through the caulked backsides of walls and see architecture that should be hidden.
In this particular place these invisible walls are quite obvious. I've marked one roof edge green in both pictures to make spotting the problem easier.
Above the archway is an angled roof. So you have at least some extra height above the wall, and most likely even some architecture on the roof's level. But when you look at it from the other side...
...the wall ends and nothing can be seen above. I marked the areas where a player should see something in red.
10. Your jump pads are not that convincing right know. You can enhance them as following: make them rotate much faster and add some indicator for blowing air, for example like in dONKEY's
Steam Arena.
EDIT:
11. Add
nomarks to the portal shader!
2nd EDIT: Added missing picture