your whole map is very narrow, the general wideness is kinda ok, but the trees which are placed in the center of these hallways make it 1. hard to navigate and 2. hard to shoot someone.
The lighting could be better, most times you used too many lightsources next to each other, with these high radii. Try to use very small lightsources instead, like /newent light 10 xxx xxx xxx, and then put a light entity in the middle of the room/hallway/whereever you need it.
Look at maps like metl4 to see what i mean ;) The orange, very small light textures there have very small light entities attached to them, and the lighting itself is coming from a central placed light entity with a high radius to work in the entire spot/hallway/room.
You also used many mapmodels. 149 is a LOT !
i really like your ideas though, placing green stuff like trees and plants into the tech-like geometry gives a nice atmosphere ;)
Also a good job with the clip material, seems to work fine.
Texturing is kinda ok in most parts, imo, but try to avoid to light up normalmapped textures from multiple sides and angles, they work best when they get their light from one side or angle only, that way they can cast subtle shadows on themselves ;)
2/5