OK, So I've Played This...
I'm a sucker for experimentation so I wanted to see what you had in store for us. First off, the architecture is nice but the plain grey "sky" is a little underwhelming. Why didn't you use a cool skybox? At any rate, even a simple black "void" texture would've been better than this immersion-killing grey everywhere...
The Mario 64 gameplay mechanic is interesting but feels a bit weird in my Quake. Having to fight the same enemies over and over again in the same spots feels a little repetitititive after a while. I guess it'll fit more in an original game (this is your ultimate goal, right?), even more so if you can vary the encounters between each run.
Speaking of runs, I wish the path to each rune was a bit longer. Each one ends much too quickly, especially the zombie path (4 zombies & a scrag and that's it? Hmpff!). I struggled the most in the platforming section but that was to be expected, considering Quake's physics and my own suckage at platforming. It took me a few tries (thankyouthankyouthankyou for making falling non-lethal!) but I still found it too short.
Something that annoyed me pretty quickly was these moving pillars' thumping sound. Given the small size of the map, there are very few places where you don't hear it, therefore it's almost constant and there were times when I found myself considering muting the game... Another thing in favor of a larger map with longer paths branching off the main area, I guess.
The fiend mode was fun for a nice change of pace, tougher but still manageable. The MH was definitely put to good use, even though the quad's absence was cruelly felt. One thing to consider, should you make more Quake maps: fiends don't do good in stairs and tight spaces. Your stairs weren't very steep so that was fine(ish), but the stone block in the middle of the stairs to the right prevents them from reaching the player below.
Demo, 26/27 kills, 1/1 secret.
Fiend mode demo, 39/39 kills, 1/1 secret.