Regarding conversions... I would strongly caution you in this department. The original Generations for Quake 2 was terminated due to this. Directly reusing textures and maps is generally not permitted by Id Software. When we were in communication with Id prior to starting work on Generations Arena, Todd H. expressed some hesitation about maps. He was not OK with any direct map conversions, and texture ripping was straight out. Ground-up remakes and remixes with all new textures were permissible. I'm not saying Id is going to fire off a nastygram to LvL over your map, but it's something to keep in mind for future projects.
As for item placement, it's essentially similar. Obviously you're not going to have a super nailgun in Q3. Replacing Q1 weapons and ammo with Q3 weapons and ammo is a 2 minute job on a map this size, and can even be automated with a script if you quickly convert the map to asci code in a program such as QuArK.
Overall I don't see this map taking more than half an hour to convert from beginning to end and that's the underlying principle behind it. If you're going to convert a map, put time and effort into it to create something that can play as well in Q3 as it did in Q1, instead of releasing a map that feels cramped in Q3 and that you can jump across rooms and bash your head on doorways in. You can do better than this and you know it, so don't put the blame on me.
@SW12:
Accuracy doesn't mean it's a good remake. A direct conversion might keep the purists happy for the first few minutes of gameplay due to the nostalgia of it all, but it doesn't last. SpAwN's has far superior gameplay and that's what it boils down to in the end.
Edited: 13 Oct 2010 AEST
There is nothing wrong with using a existing layout as a guide to making a new map, but a straight conversion from one game to another almost never works.
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