Looking good, boots! I said it before, and I'll say it again: Great work!
I especially like the pipes (although I'll never like shiny stuff in Quake 2 maps, so I like the rusty ones best) great brushwork. The whole maps atmosphere and lighting feels lots like the original, which is good.
Now, I wouldn't be the Q2-freak you all know, if I wouldn't bring up a few points of critique.
As usual, I'll add pretty screenshots for your viewing pleasure through all this.
Fun things first:
1.Now, I don't have any problem with being able to actually get up there - it's fun and allows for players to surprise people. I always hate it if maps disallow you to jump to weird spots with dumb clip brushes. Creative play must always be rewarded.
However, being able to walk
through a pane of glass is somewhat odd. Perhaps a clip brush to prevent the latter would help ;]
2.I'm sure you made the platform grated (and thus transparant) on purpose. I don't really mind it myself, since it does take away a bit of the surprise when someone's trying to camp it and force the elevator back up by sitting underneath. Some people might not like it for that, though. Small point, and not really high on my own list, even though I'm not a fan of grates - they look too thin in quake3, unless they're made with brushes.
3.Well, this is a bigger layout issue I (still) have. I really don't think people should be able to directly hit (rail anyone?) people coming up on the platform, from the hallway that it's now facing. What should be more easily possible, is grenade-lobbing into the elevator shaft from the top. I remember many Quake2 games where the combination of these strategy-affecting aspects played a significant part in the game. It's been in there since the first version you released, and I believe I've bitched about it since the first time I saw it, without response regarding it, so I guess you really prefer it this way yourself. I just wanted to stress it one last time :]
4.Aesthetics shot. I'm personally not a fan of the blocks/edges on the floor. A continuous slab on the floor would look better to me. It's just kind of odd, and there's no logical floortile pattern to em either, but I don't think that would make it look right, anyway. Just my 2cts about that.
5.And one last minor gameplay issue I have in the lower GL section of the map: The grates in the floor look very nice. It would be less annoying to strut around in that general area, if you wouldn't step 'into' them, and the grates were clipped. The slight dip in height doesn't seem to serve any purpose, other than making the GL less effective in that area, which sounds like another unwanted side-effect to me.
Keep going at it, and soon we shall have the entire q2dm set :]