Ok, it's certainly an improvement, but it has some serious issues in that, somehow, it appears it isn't VIS'd at all. You can look at a solid wall and have rspeeds over 1000. To get a better idea of what's going on, type:
deathmatch 0
map crossroad99
gl_showtris 1
Ouch. It's drawing the entire level regardless of where you are. This means that all entities are visible as well. I started getting MSG overflows and couldn't move or even respawn -- that makes the map unplayable, really. It must be fixed before you release it.
Aside from that:
Pros- Center wall is pretty good. It has a natural and unique shape to it.
- The ramps and bridges are a nice touch -- should make for some fun over and under style gameplay.
- Tunnel crossing between the two paths to provide some variety in gameplay.
- Little details like the fences, and some nice terrain work in those areas.
- Some unique bunkers.
- You actually aligned the sideways barrel textures!
Cons- It looks like you're trying to do a night theme with the darker map and lights all over, but you have a daytime sky. Perhaps you should use pbsky3 instead.
- lollipop trees. I'm sorry, but these just look bad and ruin the atmosphere for me.
- Crates are halfway in the wall in some places.
- Some small gaps in the brushwork here and there.
- Really bright light under some of the bunkers for no apparent reason. If you want to light the bunkers, I suggest using some of the small light textures. Sourceless light just looks strange.
- Unrealistic texture usage: you have planked boards used for the fence, which doesn't really make sense.
Using a solid woodgrain texture would be better. Also, rotate the textures so the grain goes along the length of the brushes. Oh, and one of the ladder rungs in the base uses a crate texture.
- Plain, flat walls in the base area. The center wall looked good -- you should continue that style throughout the whole map.
- Only one entrance to the base. There are several paths around the center of the map, but it all still boils down to a single entrance into the base area.
Keep at it.