Cool! Looks like you're improving quite a bit on your mapping. Not going to nitpick all the texture alignment stuff right now, as I think it's important to solidify the performance/layout/errors first.
- There are some improperly set textures: pball/dojo2, e1u1/damage1_1, and __tb_empty.
- My laptop struggles a bit with this map. Not only are the r_speeds pretty high, but there are a lot of transparent surfaces drawing on top of each other. This is pretty much worst case, as it means each pixel has to be drawn multiple times. It would be nice if you could find some ways to break up the long sightlines so not so much has to be rendered at once. Balancing gameplay, visuals, and sight lines for performance is a bit of an art.
- Custom textures seem a bit on the bright side. Keep in mind that the textures should be a bit darker than in full light, as the lighting doubles the brightness. Imagine them being in the shade or so. Probably around 50% of full-sunlight brightness. Also, make sure you have permission to distribute whatever works of art these are. You can't legally just grab any old image on the Internet, modify, and redistribute it.
- rar file isn't structured for easy extraction. Should have the map in pball/maps/beta and the textures in pball/textures/<yourdir>.
- Try to keep the details out of large, open areas where the r_speeds are already high, like the gifts around the tree. Boxes of pictures in the hallways are a good way to do it, though.
Sorry I wasn't able to get this up in time for this Social Saturday. We can playtest it next time and I'll have more feedback on the gameplay.