I'm only surprised that a huge fan base hasn't sprung up around FPS games that take place in cramped elevator shafts...
I played this map with Corven's old mod "Eternal Arena" v5.8 and a feature it offers that is befitting for this map is the rocket-jump (with no self-damage) because the action crescendos as you gradually move up each level, the top level being the "center of action", if there is one. Rocket jumping up there and surprising the bots was very fun. Of course, any rocket-jumping mod will do; I just favor Corven's for all the extra features packed in Eternal Arena. Don't get me wrong though: the action is ALL OVER THE PLACE, and that makes it great. There are no dead spots. I am no mapper, but I believe it is quite difficult to create one that uses the x, y, and z coordinates asa well as this one does.
This is best suited for three players, maybe four, and I prefer the "2a" texture set because it is easier on the eyes, providing the kind of contrast needed for making quick distinctions between your location and that of your opponent. Take my humble opinion for what it is worth and maybe this is just "my" concept of what a deathmatch map should be, but I do not exaggerate when I say this is one of the best I have ever played.
I've played Quake 3 online (mostly at the now defunct House of Smack server, but also at Juju's joint, and a small handful of others) and offline for 5 years now with many maps coming on going off my drive. I seldom find a map that offers action that is as dynamic as this one. I would liken it a bit to action of the standard Pro-Q3Tourny4 (vertical veangance redone), only better.
Keep up the creativity, Takkie.