Checked it out. Like the design.
Wonder if you have used radiosity bounces in the LIGHT phase ("-bounce 5" or something, "-bouncescale 2" in addition can also be nice), that time should be invested in a release, especially if it's final. Also, you could have added "_lightmapscale" "0.25" in the worldspawn before rendering, the nice shadows would have been much better then. Your map makes use of shadows, so why not make them proper.
I didn't like that the time counter starts right at the beginning, but without AMP, you didn't really have much choice because you couldn't make a logical AND gate checking if a human AND an alien has spawned.
But I think I found a serious flaw, man. Directly at the beginning, when the gates are closed, I can walk with my dretch all the way to the human nodes. Ceiling above rails.
Also, maybe you know, but just in case you didn't: You can define the buildpoints that the teams have yourself. The world spawn entity help text in the "entity inspector" says how. The "_lightmapscale" key is also mentioned there.
...
EDIT: I wonder why you (or anyone else, for that matter) ride the "alpha", "beta", "final" train. If you want to change something now, it's kinda awkward and complicated and annoying for yourself, because you have already called it "final". In my opinion, it doesn't make sense. And you often find maps in the wild that are proper, but are called "beta". I think that the reason for that is oftentimes that the map maker didn't want to step into the "final" trap. Which made me decide to drop the whole alphabetafinal path for me. I just give them a release number suffix ("_001" etc.), and that's it.
Oh, and you should call the file "map-dreamstation-final-1.1.0.pk3" to express what Tremulous version the map was designed/balanced for. Btw., when I downloaded it, the ending was ".zip" instead of ".pk3", but maybe the download service caused that. I'm a fan of "
http://senduit.com/", though the links die after 1 week.