(sorry in advance that this post will go slightly off-topic)
I remember attempting to debug performance on this map a while ago and found that the sheer number of sprites being rendered in some areas had a big impact on performance, at least in software. (The sorting algorithm takes something like O(x² + x+y) to complete, where x is the number of sprites and y is the number of midtextures/FOF sides/planes, and then rendering all of those leads to a lot of overdraw. I don't have concrete numbers on performance based on sprite count, though.) Map size also has something to do with it, due to how the BSP tree works. (Use a full nodesbuild when testing performance; on my old laptop I had ACZ2 chug at 15FPS on the quick nodesbuild and get full 35 on a full one.)
That said, my laptop with an i7-6700HQ never goes below 30 on the original release of this map at 1280x800w software, lol (but I haven't tried the new version yet to compare)