I'm going to be brutally honest here. I don't like it. It's a big box. r_speeds are high, considering. There's no cover in the middle. The terrain looks very unnatural, as do the flat rock walls with mixed textures. Nothing makes sense about the towers -- the support post is made out of floor planks, as are the sides, and the edges of the sides are made of metal, while the inner edges of the floor are made of lights. There's unsourced lighting underneath the outside of the tower. Also, putting tiles in a wood fortress doesn't make sense, and they're not lined up with the edges, either, which makes even less sense. You have a crap ton of weapons and stuff in the towers, too. If you want everyone to have a particular weapon, spawn them with it, then selectively place one or two upgrades. Also, there's no need to have like 4x's the equipment as players the map can feasibly support. There are also some misaligned textures. This is going by the screenshots. I haven't had a chance to look at the map itself yet.
Sorry if I was a bit harsh, but this is 2005. Yes, we're stuck with the crappy Q2 level format, but we can at least make designs that look remotely like something you'd see in real life. Stop using other pb2 maps as inspiration. Stop trying to whip out a map as fast as possible. We have hundreds of crappy maps. We need more quality ones. Use current generation games for inspiration, like Half-Life 2, Unreal Tournament 2004, Call of Duty, etc. It's kind of funny -- I was playing UT2k4 the other day and realized the 1-vs-1 maps they had were larger and more complex than the vast majority of pb2 maps. We really need to push pb2 map design forward about a decade.