I have NEVER found a trap or another such frustration in a map authored by AEon. ;)
Oh, remember, don't eat the yellow snow.
There are a lot of dead-ends in this map because, I was getting way too many errors trying to enlarge it, so I quickly chopped it down and threw in some teleporters and called it quits.
And yes AEon, the quad damage is a trap, why? Because I'm an asshole :D
Issues: Shader file spamming in scripts folder of pk3, should have been merged into one <mapname>.shader file, same with the textures folder, an AAS bot navigation file is missing (argl), last step to PG needs to be jumped, access to Quad is annoyingly dangerous (or even a trap?), access to RA is too "jumpy" for vQ3, too many too long and empty corridors IMO, too many of the weapons are placed in the "furthest corners".
Again, I'd suggest you visit Quake3World.com's LEM forum... there some beta testing would have helped bring out the maps full potential.
Edited: 22 Jan 2010 AEST