hm.. the map has not really flow.. and it is a bit complex. also the lighting (someone already said) is boring.. only white lights look boring, and makes the map looking undone.
also think about what some materials cause.. like reflection.. you could make your lights look like they are reflecting the water (so place lights near water)
i would place some non-mapmodel lights like tech1soc lights.. (not only on the ceiling)
your map seems again like the complex mod, that there is not really a light source on some places.. like the canals, the rooms etc.
a map should be lit by more then the ambient and skylight lights.
i would set ambient to 10 and do the rest with lights.
Layout - the layout is bit bad, and looks on some places weird like in the garden (ladder up,.... ladder down.. wth?)
also those curved "pillars" are blocking the flow.. on the platform and on the ground.
and boxes: never place boxes without a reason. (a good example is memento, every box has it own reason to get from point a to b)
on your map you cant use those boxes. they are just blocking the way/standing arround without a use.
another thing is this door near the tech1soc "electro"-texture.
its blocking too.
upper area is too open
boost pad - one is jumping too high.
the other one is too low or too strong, so you jump against the wall..
boost pad platform - wth, 2 jumppads to it? (2 jumppads in combination are bad - e.g. jump so you can jump)
canals - one way base (only teleport leading to outside, might be good idae for emergency exit, but i rather defend then escape with my life)
2 bases are too open, especially the one on the stairs.
(never make bases see other bases)
the base with the open window - another 1-way base (one way in/out only)
at the wheels - floating screw
overall too many bases i would say.. spread 5 bases on the whole map.