Looks like you've learned to work within the limits of the Quake 2 engine on this one! Much better r_speeds and visibility blocking here. We'll have to give it a go next Social Saturday, but just running around, here are my initial thoughts:
- Not obvious what surfaces are ice, so I was kind of surprised when I started sliding on various metal surfaces. Could throw a thin, transparent glass texture on top to make it look like ice.
- Main flag is a bit clunky to get to for bots and new players.
- 2nd flag and surrounding paths seems like a bit much for the number of players we have these days.
- Why not just call it "wasteland"? The prefix makes it difficult to remember map filenames.
On the technical/nitpicky side:
- The water down low doesn't go all the way to the ground, so you can see the surface on the top and bottom.
- Sky does not necessarily block visibility, so there's some areas where you can really see through parts of the map, especially after going through the tunnel with the ramp at the end. Might have to cover that with rocks or other geometry.
- The banner textures are not aligned. Probably because you're using the jpg textures directly (which have a special case thing to change the scale since the original banner texture was not a power of 2). You can use the .wal files instead, as outlined in this video:
https://www.youtube.com/watch?v=d5BtADbOsCs