kalsmilekalsmile isn't ready for beta testing yet. It hasn't been fully compiled. There's no vis. The map probably leaked. This must be fixed before it can be played online. Not only are the r_speeds insanely high and the framerate unplayable on lower-end systems (I get 16fps in some areas on my geforce when usually I'm getting 60-140fps), but it means that all the entity data will be sent to all clients at all times, causing lots of lag.
Aside from compilation issues, there's some other problems:
1) There's
only one path. You
need to have multiple paths to keep the gameplay flowing smoothly. Otherwise it's nearly impossible to capture the flag. Not to mention the gameplay is dull and stale. Add some alternate routes to make things interesting.
2) All autocockers sucks, especially in one-path maps. People just spray and spray, and there's no way around it. You
have to run through the spray because there's no other route. Autos should be prized and rare -- placed in locations that people have to go out of their way to get. Weapon placement can play a big role in gameplay strategies. I hate it when people throw all that out the window and just spawn everybody with the best equipment.
3) There's a lot of screwy brushwork going on. It's even visible in some of the screenshots you posted. For example, this one:
http://img380.imageshack.us/my.php?image=sshot0071vl.jpg -- the hill with the barrel in it: none of those edges line up right. There's slivers and cracks all over the place. How did you even end up with that? What editor are you using? That type of stuff looks bad, can lead to leaks, and causes annoying clipping problems. If you're using BSP, I can give you some tips on how to re-make that stuff cleanly.
4) The lighting is really screwy. I'm not sure how you managed this, but it seems like everything is uniformly lit with random splotches of light here and there, from no apparent light source (see screenshot). Also, the lights themselves don't give off light. I'd suggest using arghrad's sunlight feature in place of ambient light and... I don't know how to fix the rest of the lighting -- maybe it was just because the map wasn't properly vised?
4) Built-in "wallhacks" are bad. If you get on the roof of the hut (see second screenshot), you can see right through the wall. This looks funky and is unfair. Replace that sky brush with a solid wall somehow.
So, in short: add more paths, fix the lighting, fix the brushwork, and make some strategic use of equipment spawns.
Also: the custom textures. Did you make them? If not, who did, and what license are they under? You probably need to credit the author. Finally, are they even necessary? I'm all for using custom textures, but these don't seem to add anything as there's already a shingles texture, and when we go back and re-do all the textures in high-res, these will be left out. It also seems weird using shingles for the side of a hut.