A few things you need to do for the release:
- Make the first directory in the zip "pball" so people can unzip it straight to their paintball2 folder. The way you have it currently, you have to drill down a couple directories before you get to the pball folder, which adds extra steps to the extraction process that shouldn't be necessary.
- Even if you aren't using the regular paintball2 textures for other stuff, at least use the pball/clip, pball/hint, etc. so you don't need to distribute those files with the map. There's no sense in having extra textures that aren't even visible.
- Beta maps need to go in the pball/maps/beta directory to keep things consistent and so they don't clutter up the regular map directories.
- High quality jpeg textures instead of tga's will help cut down on the file sizes. This is really useful for people downloading textures off of the server.
- Number your beta (stonedfort_beta1.bsp, or stonedfort_b1.bsp), so there's no confusion when you release another beta as to which one is the latest.
- You're including a whole bunch of textures that aren't even used as well as some of the standard textures (or high res versions of them) in your pball/textures/fort directory. If you're going to use any standard textures, use don't make copies of them and put them in other locations. Just use textures/pball. Also, don't include unused textures. They just waste space.
- You aren't using the hr4 highres directories for high-res textures.
Issues with the map:
- Team colors are not set up correctly. The map colors have red and purple, but the team colors for the game are red and blue. (you need to set team1 to "red" and "team2" to "blue" in the worldspawn).
- Spawn points aren't set up correctly. I was on the red team but sometimes spawned in the purple base.
- Not a huge issue, but the lighting looked kind of bland. Not much in the way of shadowing going on.
- I'm trying to figure out what the green texture is supposed to be. It almost looks like grass, but that doesn't really make sense there. I'd consider using something different.
- As mentioned before, the dark textures don't really mix well with the paintball2 textures. I'd just use dimmer lighting if you think the paintball2 textures are too bright (or maybe you just need to adjust your video settings).
- Metal texture on the top of the bunkers has severe jpeg artifacts. Not sure what texture you're using there, but I'd suggest using a different one, or re-saving the jpeg with a higher quality if you have an uncompressed source.
I'd upload it to the beta server for testing, but you need to get the team and packaging issues sorted out.