Uploaded to the beta server & played it a little.
Some things I noticed:
- The colored bar things next to the lava have some gaps that look large enough to fit through, but you can't, so it's really frustrating when you get stuck. Consider spacing these so it's plainly obvious which ones you can squeeze by.
- I'd do away with the second water. The map has pretty high r_speeds for what it is already. The second water doesn't really add anything. I'd also consider making the ground less steep there. You've got kind of a unique bunker with the one-way visibility, but it's super awkward to play around because of the hill and water.
- For the lava, you could use the purple metal texture (like in bombsaway). If you're going to use a custom texture, make sure you put it in the appropriate directory. It looks like it's using the pball texture directory. Custom textures should use their own directories.
- For the barrel alignment, since it looks like all the barrels are misaligned the same amount, you can just select them all (in BSP, you can select by texture), make sure they're unlocked (alt+U), move them up ~22 units (or whatever it takes to align them), lock them (alt+l), and move them back down.
- Spawning up high can give you a big advantage. Not sure if that's good or bad.
- Lots of textures are still misaligned (blocks on the walls next to the ground are the most obvious to me).
I'm not sure there's much you can do about it without major changes, but you really need to keep visibility in mind. You have windows/transparency pretty much everywhere, which means all the map and players will be rendered all the time. This is bad for both networking and rendering performance. On future maps, you should try to break the map up so not everything is visible at once.