Btw, in the next beta please make the crates smaller. Beta3's is very huge. I want them to be small enough for humans to jump on.
Can you explain which crates you mean? The only crates that you should be unable to jump on are those like the red one you see on both
Beta 3 Changelog post screenshots. If you are unable to jump on any other barrel or crate please describe it or post a screenshot! This might be a fps-related issue then (in ioquake3 you can jump slightly higher with higher FPS). I will also consider making that single crate in the human default a little smaller so you can jump on it.
EDIT: It is a FPS issue. With \com_maxfps 125 you can jump on the red crate in human default, with \com_maxfps 60 you can't. I will make that create a little lower on the next release so everyone can get on top.Also, if possible, make those cardboard boxes 'shoot through-able' because that would be somewhat more realistic 
That was a quick texture replacement since the old texture was referenced from a default map pk3. I don't like these paperboxes (We are in the future after all!) and will rather look for a replacement.
Criticism from the game logs (Beta 2):[the map is] too big imo
At first I thought it was a really small map. In the alpha phase we did successfull games with only 4 people and thought it would be an ideal map for 6-12 players. Then many people in the public beta said it was a huge and maze-like map which did confuse me a little as I already removed the emergency exit and shortened the ventilation shafts from Beta 1 to Beta 2 and thought it was pretty straightforward now. In fact, I have a really bad sense for navigation and had a hard time to learn maps such as niveus but from a mappers perspective, when you look on blueprints of your map every day, the layout burns into your head. I think as soon as you get to know the layout the map will feel much smaller to you, too. Have a look on the gameflow chart:

Like on many other trem maps I decided to have two main passages between the default bases. It's the stairs and the elevator. Small aliens and humans with jetpack can also use the ventilation shafts. Aliens are on the upper floor, humans on the lower floor, so it should be easy to recognize if you are on enemy territory. Speaking the floors, they look way different but are pretty alike. Both the human's and alien's base have a lobby, called
lower storage and
upper storage respectively. These lobbys connect to all ways that lead up/down and are designed to be the main combat areas. Having control over its own and the enemies lobby shall be crucial for winning the game. On both floors, there's two main pathes that lead into the respective base. One (the main entrance) runs directly through the lobby, the other runs next to it. Both default bases have a weakness built in which again rewards small aliens and jetpacked humans: Small aliens (dretch, normal basi, normal marauder) can enter the human's base through the pipe shafts. These are fairly easy to secure with one well placed turret at each of the two shafts (in Beta 3, you don't need a repeater anymore and one of the default turrets already seals of one of them pretty well). The aliens base has a weakness which is a little harder to seal: Humans equipped with a jetpack and a grenade can fly on the two pipes that run inside the base and drop a grenade right inside its heart. While campy tyrants can just look up and cry about this, the hole in the strange machine also has an advantage for the aliens: It enables them to intercept attackers at the main entrance from above. Also it's the fastest way in and out of the alien base.
I agree that the stairs path is a little too long compared to the elevator. Beta 3's new human default has the nodes closer to the stairs (next to the side entrance) to compensate for this but I doubt that I can make the path itself much shorter. I'll try it though.
EDIT: Beta 3 is now online on the official servers.