I tried fog 2000 - that fixed the water border issue, but you might want the island centred and the fog value increased (3000 maybe) so that the island itself is not 'fogged out'.. I imagine that's why the fog value is where it is currently set.
Decent map. I'm glad you've decided to try out other themes, especially this one as it is not overly used yet.
That said, this is not a perfect form of the concept. You pretty much nailed industrial maps, but this one needs work. My hangup on the theme: would buildings really be on a small desert island that could probably not support more than one person living on coconuts and crabs? But I'm anal that way.
The water is really boring - you should put in small, far away islands and some ships and boats in there. I side with everyone saying the clip needs to go. There are so many buildings here that can be accessed, it makes no sense that only a few cannot.
The broken blocks seem a bit random. I've seen this in your maps.. You put broken stuff in to 'break' the monotony of the map, but large broken patches and then perfect ground contrasts far too much. I'd surround large patches with smaller ones, and maybe a few stray bricks. Also the brokenness is unexplained - basically everything else is perfect. Why would the wood, which is more prone to damage from elements, be less damaged than rock? I realize in terms of actual mapping, making the rooftops broken is much harder than just breaking linear ground, but the logic is a little off.
Barrels floating in the water - where did they come from? Maybe have a nearby boat with barrels in it, and a broken rope or something to show where they came from.
Try to sink the teleports more into the wall. Deepen the 'doorway' for them if you must. Right now, anyone running along the wall will be teleported.
Critique is hard: I've seen your other stuff :P
7/10