As you seems to be interested in having some constructive comment, let's try so.
Content
The screenshot isn't bad as it shows of a quiet good overview of the map (which is just as and sometimes even more important as presenting the map on a pleasant way).
The information you've added into the content is fine, it could tell even more about why you took such textures on such theme, for what kind of gameplay it actually is intended, why it has such lighting, etc. This is of course just optional, most of the times a map speaks for itself already.
Theme
The theme seems to be space-like. It's not hard to get that, but it is challenge to make it feel that also. Try when mapping to convince other players that they actually are experiencing the same as what you have in mind. You can use texturing, geometry, lighting and detailing for that often, but also the flow shouldn't be forgotten (take for example a big-house map, were it's intended you feel like a little dwarf jumping around on furniture).
Another point which shouldn't be forgotten when taking a theme, think of which skybox (skyclouds and maybe even a cloudbox) would actually fit to your map.
Texturing
The texturing is very repetitive. This can be avoided by:
- Adding details (like broken artifacts or models but also particles are part of the details. Keep in mind for models, don't use the same type of model too often as they will lose their magic of being an original detail within your map),
- A contrasting lighting (but in most cases it can't)
- Creating differences in the geometry of the map
- Texturing techniques, like blend-mapping or by changing the shader-settings of textures. A notification on that; try to use as less differences between shader-settings as possible on textures with the same intention. Take for example some wall-textures that are being displayed next to each other, which only 1 of them is emitting specular light while the others are only the diffuse texture. That looks odd in most cases.
Geometry
There are several people out there which tend to use too much geometry for a simple detail. I would advice; don't do so because you're actually clustering the details and making a map harder to render. Try to keep the geometry of a map as light as possible, but that other points as the theme, texturing, detailing or even lighting aren't actually suffering because of it.
In this case it's very light, but that's because there aren't any actual details yet.
Lighting
The lighting is pretty boring as it's all just plain white. When creating the right atmosphere for a map, try not to have a very dominating light (which often are plains, like a red, green or blue only but also of course the perfect balanced white light isn't very realistic) as it looks pretty odd. When you look into a shining lamp in real life, you'll notice it isn't perfectly white, neither any of the colours I've stated in this comment as example before. So when you want the light to be white, try to give the red, green or blue parameters of a light-entity a bit higher value as the other parameters, then it will look a lot more realistic. This also counts for sunlight (and sometimes even for skylight, ambient and shadowmapambient).
In more natural and daylight themed maps, some simple sunlight often is already enough to do the trick, so don't try too hard.
When being not in that position, then it's recommended to use several other lighting techniques, as like putting 1 light-entity which has a small radius but is very bright, close to the light-source and putting 1 or several light-entities which have a lot bigger radius but are having a low value on the RGB-parameters, some further away from the light-source.
An advanced technique on that is the use of the spotlight-entity, if you wish other surfaces shouldn't be lighted by any of the light-entities, but use spotlights with caution and especially with sense.
Detailing
There are no details within the map yet. Try when adding details to keep them original and not over-used. I have some very nice example of how it not should be done, right here. It is a map which I once made back in the good old days when I still wasn't aware of how it actually should be done. Especially observe the walls as that's where I'm talking about.
As I already stated on the geometry, keep them simple. Better to have a lot of simple details through the whole map, than just a few very on certain places.
Clipping/Noclipping
The clipping/noclipping seems to be ok, but could be some higher. Players can't get out of the battle ground, yet still not getting stuck because of it. But keep in mind, a player should be able to navigate further unless they bump against something which makes common sense that they are being slowed down. So try not to add a ceiling of clip pretty near the playing areas, as it feels pretty odd when bumping against it (which in this case can be pursued by doing a rocket- or grenadejump).
Flow
The flow of the map seems pretty flat, as it's still a very simple layout. Try to add more hallways, platforms, pathways and such into the map, next to existing stairs which are leading to a pillar, some round-shaped cheese-holed wall and a balcony around the main floor.
You've created 2 ways to go from the main floor to the balcony, but keep in mind of what some of the weapons could do. Both entrances can easily be controlled by shooting some grenades to both of them. Keep in mind, try to add tactical positions into a map, but make them have a weakness (and if possible a weakness which isn't that obvious when being on that particular area). It shouldn't be the intention of a map to be trying to get an opponent off a tactical position, as your starting to be more busy with that than actually killing him. That's not the right spirit of playing match and should be avoided.
Gameplay
You've added a lot of playerstarts and pickups, which is pretty good. 1 small point; the amount is a bit odd. You've seemed to understand the intention of letting players pick the item first, then run further to use it effectively and also the intention of keeping players packed with enough ammo, but being hungry for health and armour seems to be logical to you. But keep in mind the balance between the weapons. Rockets should appear in a small amount on duel maps (like 1 or 2 is often more than enough), riflerounds and bullets some more (like 2 or 3), grenades and shells should appear more common than all of those (like 3 or 4 times), because they only do some real damage in certain cases (while the other weapons are less affected by that).
Try to use the entset
command to change the direction of playerstarts and such to a more round number than like 359, as it looks kind of unprofessional.
Overall
The map is pretty good for a first attempt. Yet it's layout is still lacking a lot. I won't rate it yet. I hope I've added enough information now.