Interesting map again. Love the point that huge parts of the maps are rotated and not standard 90 or 45 degrees, really helps to set the map apart.
Most of the architecture is functional and is supported by the lighting. Ambientsounds are heard across the map, too. Botsupport is working, haven't had the time to take a deep dive into the node weighting or observe the amount of games needed to make safe assumptions on what the bots are getting relliably on which difficulty yet, sorry.
A few things I noticed though:
the lower area has a lot of very powerful items: Shock, Flak (can only be gotting in hardcore / turbo gameplay mode unless you xloc or hammer jump), armor and thighs are all very close together. It kinda works since most of the time you drop down from above to get the armor, but it feels a little iffy regardless. There is also no rocketlauncher, which is surprising. Not necessarily bad, just surprising.
There's a good amount of texture misalignments, but it mostly bothered me around brush106 because it's narrow, relatively well lit and you're close to the wall to actually see it.
The structure above brush9 feels weird to me, sorry to report. On one side you have a nice, solid wall and on the other hand you have - a unformed centimeter thick mountain wall with a rooftop on top. You'd think someone would make that into a nice little front.
You could carve into the stone and make it look like it was an actual entrance into the structure, or at least an outlook.
Also, the outlook at brush72 makes little sense to me with the large mountain a few meters next to it. You could replace it with a carving into the mountain and little statues and torches. Speaking of details, a lot of the map looks very samey because a lot of times, there's just a reddish wall. It'd be great if you could add little details to give a better sense of place and direction for players, most notably so around brush57 (the lower hallway), the wall in front of pathnode3 (well, actually most walls in the center yard would benefit of a few details), brush349 and brush468.
As the others said, a previewshot in 512² yields little to no benefits but prevents people without modern renderers to play your map. It might be a good solution to reduce the screenshot resolution to the standard 256².
Keep up the good work!