The level even features all the weapons and as it is quite large, this is certainly an advantage. However, I think there are still many ways the gameplay could be improved here, for instance by "unlocking" some of the invisible walls and making more areas available for walking, especially on the roofs. Although I am not sure whether it would cause any clipping or other issues from a technical standpoint.
Anyway, if I manage to complain enough about a map's gameplay, it normally means that its design, texturing and color palette should be of just the highest quality and almost photo-resembling for it to deserve a 5/5 from me. This level has the visuals not just similar, but appearing identical to reality... 🏞
Seriously, one even more great map @DaEngineer and as for this one, it is hard to believe that something like that is possible to construct in Quake III Arena! 5/5.
P. S. The work on lighting is also astounding, you can literally feel the sun shining on the upper floors and the lights on the lower ones. It is indeed recognizable for a quaker (or should I say q3uaker? C:), but in terms of the atmosphere, this map totally manages to complete the task of making it proper!
Me was talking about the QL version anyway.
When you look at the qlstats.net map stats since map release, you'll see like 80 FFA matches and 2 CA matches. I only pointed out the reasons why nobody play CA on it.
Edited 2.8 hours after the original posting.
I know that you're not fond of the foliage color due to the green brightskins, but I'm really happy with the map's colors and will not redesign the color palette.
For now you'll have to rely on ioquake3 or q3e for more fps in the Q3 version.
com_maxfps 200, I get a constant 200 FPS on Linux with the default two bots running.
I also do not force the enemy colour or skin, so again, no issue. Personally, I enjoy the visuals and the game play, at 200 FPS on this map.
Edit: I would also recommend giving ioquake3 a try, it's essentially a modernized version of the Quake 3 engine that is less prone to these types of issues.
Edited 8.97 minutes after the original posting.
Side note: It's very tricky to get foliage looking good in older game engines (mainly due to lighting and shadows), but you nailed it here! Those trees look absolutely beautiful.