http://www.mediafire.com/?wwaq22wot5f59i0
This link worked for me. Wow, 15MB. The PK3 contains, among other things, textures and shaders from default maps. You don't have to put them into your PK3 because you can assume that people have them.
But did you by any chance alter those files? For example, did you save a JPG again instead of just copying it? Some textures have considerable JPG artifacts. If you put files into your PK3 that already exist - and then alter them - you are breaking other maps as long as your map is present. That goes especially for shaders. I didn't look into that in detail, but maybe I would find a breaking shader entry.
You also included the door sound samples. You should really clean up that PK3. I bet you can drop it down to below 8MB. And then, you can save the starfield skybox pictures without those
brutal JPG artifacts. I wouldn't recommend switching them to TGA as KnowItAll666 would do, because that's just overdoing it. His skybox pics were about 700kb, and that's nonsense. You can save the pictures as high quality JPGs, and then his would be like 200kb or less.
I guess that Mac users are helpless against the Mac extension files that are also packed into the PK3 and that are entirely useless for the rest of the world. Some of them are even not too small: There's a TGA with a preview picture, I believe. But overall, it doesn't really add very much, so it's tolerable.
By the way, you said that you want to work on the lighting? Good, cause in many places, the lightmap is just full white. But I wonder what your test-settings are, because the starfield skybox also seems very bright, as if your testing environment shows colors too dark. Is the blackpoint of your monitor adjusted correctly? Do ATCS, Nexus and Niveus look bright enough with the gamma settings you're using?
I flew along the spaceship (which by the way is very well done for my taste, nice little world you created there) and found Z-fighting from stuff that is in side of the spaceship. This could even mean that you have textured at least a few things completely instead of just painting the surfaces that are visible to the players.
I found a broken door that apparently has a wait of 0 so that it dances up and down once it's open.
I found several Z-fights, some only when you get further away, and I'm on 32 bit settings. I believe that a few things are too few GameUnits in thickness there. That reminds me: I didn't test it, but some walls seem so thin that luci shots might be a concern. They tend to hurt beyond the surface they explode at, even through walls. I once had an armory behind a 64gu wall and managed to kill it.
You have a few long corridors in there, which is bad for aliens. And the two right at the human base have, as they said "In Bruges", alcoves. I think those are too small for a dretch to hide behind, and I think that they are big enough for a goon to get stuck. Weird problem. For the goons, you should add playerclip. For the dretches, on the other hand, you should make them bigger.
Again, outside the Tremulous context, I like the 3D world that you created there. It needs light and JPGquality fixing, and there are a few Zfights. In Tremulous context: It's a human map. Also, the game area is very big, though in some places, I doubt that the large space is justified.