Cool. A couple of general feedback things:
• bsp having a different name from the pk3 is confusing for devmap purposes.
• Your outside/terrain stuff looks awesome, and are usually my favourite things anout your maps. How do you do your rocks (eg crystal cove) - 3 point clipping or patch meshwork? Anyway, really nice.
underwater:
• H base and surroundings seem a little boring compared to the rest of the map, especially the outside.
• The skybox and everything visible outside the map are amazing. The shipwreck, gothic archetiechture and the downed plane are especially cool touches. They don't really seem that connected to the rest of the map stylewise: It feels like you did a really cool underwater scene then decided to tack on some corridors to get a map out of it.

• A bit corridortastic. A room or two (possible alternative base location?) might have been welcome.
crystal cove:
• Outside is cool. As is that little underground room. The sound adds nicely to the mood there too.
• Again, a few more bland corridors. Just messing a bit with the ceiling shape of these things (arched, vaulted, layered, etc) is a pretty simple, not too time consuming way of making them feel a lot more interesting and less, well, boxy. :/
• Alien starting base might prove a bit too easily defensible. Once the OM is moved out of line of sight from the door, a rant or two blocking the door would be extremely hard to get through.
strangelove:
• Lolsoundtrack

• Alien base: The ladder into the alien base is a H death trap, and the only other way in is over the rooftops, again easily blocked. Not very rant mobility friendly either.
• The entire middle section of the map looks quite H biased to me, which is a problem considering its prominance within the layout. Jetcamping and long stretches for md/lasgun to dominate in would make that a highly dangerous place for aliens.
Are you planning on porting strangelove to UrT? I can imagine ctf working pretty nicely on this map, perhaps with a few minor modifications for spawns etc.