Nice to see the amount of thought that has gone into this. One thing is strange though, no health items? The map can hold quite some players (6 imho) but there´s only two healthboosts, which in the worst case will result in one minute without any chance to get any.. they could be added inbetween the main ammo-distribution corners..
As for the jumps, though nicely done, I don´t think the jump to the green armour would be managed by most players in the heat of the battle (rather hitting the tele)... especially with that usually highly fought over mg-ammo in the place. Seasoned players will manage and probably go for it with a shotgun/rifle jump..
The quad placement is good, nicely risky. Though I´d grab it with a rocketjump rather ;)
The map could have some more conectivity though. What about a jumppad up to the green-lit area. You could have also connected the green armour room to the shotgun corridors, and made a second way out of the rocket "tower" kinda thing...
Texturing is a little odd, though, but you´ll soon get more familiar with them. The lightning is good, though a little dark at times. And that magenta light doesn´t fit in there in my opinion.
The shotgun corridors look good, simple, yet effective architecture.
One should refrain from using 1x1 cube stairs, they not only look odd (in my opinion) they also restrict the players movement. Try to strafe on them circular, or going down and back. While moving down, the player will lose contact, rather falling at times, which takes away his movement control for some msecs.. this doesn´t happen on 2 wide, one cube high stairs.(and those can be nicely textured with the many 2x2 cube tiles)
All in all, good first map, though the design and light is a little bland.. keep it up, looking forward to see more :)
One star for the thought, another for not pressing the "l" button in a first map ;)