Hexcalk, I'll have to say you are showing improvement as although there are flaws to this map it is a much MUCH more coherent design.
I liked the setting, I haven't really seen that in Quake maps so that was refreshing. I actually felt like I was in a little shrine or temple with the way you designed the connection to the rooms.
-Lighting needs major work, a lot of this almost appears full bright.
Try to sync point lights with actual light sources in your map. Then add filler lights to brighten up illogically dark areas.
Combat encounters are arbitrary with monsters just placed for the heck of it. The start of the map has the worst example where the player can just see 4 death knights just staring blankly into the distance. The final battle also has this probably where it is just a hodgepodge of mid-high tier monsters staring at the door. You may want to consider creating ambushes or making it appear that monsters are not just sitting there from the start.
Running down a hallway, could force a once locked door to burst open with an angry ogre behind for example. Sure it takes more effort but the dynamic element that is not present only enhances the map. Test your map and think to yourself: What would make this section more entertaining? Try to persist with this question on every aspect of your map until you can't anymore!
Keep it up, but there is no need to rush on releasing maps. That can also be a potential issue as your releases start to blend in with one another. I'd rather a more polished map that takes 3x as long versus 3 sloppier maps.