It's missing sounds:
sound\movers\plats\pt1_end.wav
sound\movers\plats\pt1_strt.wav
There are tons of interesting features like the little courtyards that you can jump to from the arch, the holes in the floor that make you have to constantly watch where you are and the pillars with statues that can provide just the right amount of cover that are great gameplay touches. When jumping around the distances feel just right, you know that feeling you make when you do a jump across a chasm, land where the weapon is then barrel right through an enemy before hitting a jump pad back up?
As the others have said graphically it's amazing. The lighting is really good as it goes from very bright sunlight to the very dark lower area that can actually provide quite a bit of cover in some areas thanks to the contrast difference. The archway and jump pads look especially good. I really love the way the lining stretches over the flat areas too making it necessary to jump between the different flat areas if you want to go across the edges of paths.
Bots play the level well, they do tend to focus more on one side of the map but that's because it is where you tend to spawn. I found myself encountering combat all over the map though at some stage or other.
The weapon placement is excellent, nicely thought out so you spend the bulk of your time with using just a single weapon.
For vanilla Quake 3 I found this a very articulate map that has a lot of attention paid to the details. It's got beauty and good gameplay with bots or people.
Edited: 29.Jan.2006 17:06 UTC