Um, Ging, I still don't think that works the way he wants it to. From the pcgamemods description:
This small mod changes some of your sound files as well as your MP duel music.
Yeah, I'm pretty sure that, by "changes ... your MP duel music," they mean: "changes the MP duel music for the entire game, not just one map." I think that RenikDelan was looking for a way to have duel music that was specific to only his map, and I still think that is impossible.
Here's how quake loads itself up:
1. Look for a particular asset (resource file) in the default .pk3 hard-coded into the loaded .qvm file--in the case of JK2, these are assets0.pk3, assets1.pk3, et cetera.
2. Look for a particular asset in any other .pk3 files that reside in the baseq3 folder (in JK2, it is just "base"). I'm not sure, but I feel pretty confident that these "secondary" .pk3 files get read alphabetically, and each identical "asset" it comes accross in sequence overrides any previous "twins" quake may have found. That is, is you have one music/mp/duel.mp3 in aardvark.pk3, and a different music/mp/duel.mp3 in zebra.pk3, the duel.mp3 from zebra.pk3 is the one you will hear in the game. Not completely sure about this, though, just my hypothesis.
3. If all .pk3 files are a wash, look for a particular asset in the uncompressed directory structure beneath baseq3. Pure servers skip this step, and if an asset hasn't been located before this time, quake gives up on finding it and substitutes whatever error-result is defined in the .qvm file.
Since the .qvm file tells quake that the "engage_duel" command loads the "music/mp/duel.mp3" file, and not some other "music/mapname/duel.mp3" file, I think you are S.O.L. as far as "my map only" duel music.