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I would use player clip over the walls thick enough to be flush with the door jams and window frames.
that also prevents parts of the player model from clipping into the wall, which is totally irrelevant gameplay wise, but a nice side effect, visual wise. :)
but about the map:
1st thing is notice: its HUGE. with a shitton of wide open areas, which mostly lack detail imo. stuff like railings on the terrace sort of areas, some crates for additional cover maybe. plants inside the buildings, shelf, stuff like that.
all the grass parts could use some surface deformation, so they look a bit more interesting.
i really like the lightning on the interior parts, and in the area shown in your last screenshot, but on some other, less shadowed areas it looks a bit uniform to me. (but lightning can be a pain in q3 :) ) maybe reduce the overall intensity of the skybox glow ( i assume your skybox emits some base light) and add another bounce stage to the lighting built (careful though, at some point your walls will start to get a green touch - which might be a nice effect though)
and you might want to consider adding version numbers to both your bsp and pk3, in case you want to do updates at some point.