There is an great ammount of detail like never seen before in an Q3 industrial map, very cool.
I may be wrong but I'm pretty darn sure.
Very interesting and original map, but the layout took a unusual long time to learn... I still get confused in the railgun area. But the lowest level is very clear (almost straight forward from base to base), so you can always take tis route when the others are to maze-like.
Octovus: there are only 2 "bouncepads of no return" on each side, so that´s not to many IMO. They are also an intersting trick to get players on the upper levels to the rare used sections of the map.
Weaponry and powerups are scattered nicely throughout the bases. There are perhaps a few too many "bouncepads of no return", where a door closes behind you as you bounce up. Teleporters could have replaced one or two of these. Tight staircases and hallways in general make for a splash damage lovers dream (especially grenades, since you have to be within line of sight for rockets) and perhaps add to this defensive bias. Traditional mid-level quad makes for a bit of battle for middleground, although more action occurs in the bases.
You can definitely see why it made the pak (unlike the author, apparently); get it if you enjoy CTF at all.