I like the texture/lighting "palette" you're working with; it fits well together, and the orangeish light splashes look good and give the map a bit of identity.
The teleporters are also quite neat... better than using the default model.
Brushwork proportions also seem OK.
I think the layout needs rework though. This is a collection of intersecting hallways. There's a few things wrong with that sort of map IMO, most notably:
- makes the map more difficult to learn
- means that the map won't have memorable signature areas
- most combats will be at close range, and most of those will involve players at around the same vertical level, with no interesting architecture involved in the combat other than a 90-degree hall corner or two.
So I would recommend going back to the drawing board a bit and figuring out how to work some open multilevel spaces into the layout -- as organically as possible, because "rooms connected by halls" is not a big step up from "halls".
One last note, about the rampjump doodads. They stick out a little too much, sort of like artificial "RAMPJUMP ON ME" signs. My preference is to have trickjump-supporting architecture try to "look natural", both to help the look of the map and also to make it a little more fun for the player to find and use those spots. A more integrated texturing of the doodads would help. I would also recommend making them into a reoccurring design pattern; for example, if there's going to be one at the right-hand side of the top of a jumppad tube, put one on the other side as well, even if the one on the other side won't be useful for rampjumping to neat places (and perhaps put them at the top of all jumppad tubes rather than just the one). Hmm, also: the rampjump to the MH was fine, but the other rampjump was too hard and doesn't seem to go anywhere particularly interesting.
So there ya go. I won't get into entity placement comments yet since I'm not convinced about the layout. If you're determined to stick with this layout I may take another look later.
