I'm becoming fond of this map. :)
Screenshots:
http://www.planetquake.com/pjw/screenshots/chopss1.jpg
http://www.planetquake.com/pjw/screenshots/chopss2.jpg
http://www.planetquake.com/pjw/screenshots/chopss3.jpg
http://www.planetquake.com/pjw/screenshots/chopss4.jpg
http://www.planetquake.com/pjw/screenshots/chopss5.jpg
http://www.planetquake.com/pjw/screenshots/chopss6.jpg
Also, I'm still a little hesitant re: item load and health load . . . it certainly seems like there's too much health in there now for a tourney map (mega + 2x50 + 25s), and I suspect that two armors + a mega might be too much (in combination with all the health) for this size map. Plus the +50 right above the mega is a little weird . . . I wouldn't mind seeing the mega a little more risky to get as well--it's easy enough to snag it and teleport right out to a tele_dest that gives a lot of movement options as it is right now.
If it were my map, I'd try the following (in other words, feel free to ignore this part if you don't want blatant opinion)
a) remove the +50 above the mega and put a few shards there instead.
b) move the tele_dest for the mega tele to a slightly more dangerous place--my first inclination would be to make a short passage sunk into the wall off the bottom outside room (where the SG ammo is) and put it there. Make this a one-way tele.
c) replace the YA near the RL with some shards (and/or a CPMA jacket armor).
d) remove the +25 near the RG.