Okay here we go.

you might want to make that button move the right direction... and what does it do? don't put buttons in a map that do nothing. especialy buttons next to a missle silo... it's most dissapointing

the rotating doors are horribly irritating! even your sliding ones either need to move allot faster, or be chucked. in addition these side hallways are way too narrow. Oh, and please seal off that closet. just make the door locked or somthing.

there's somthing wrong with your grating, it seems to glow...

that vent system is fantastic! it's great to get the gluon, and be instantly sucked into agiant fan! (this is your best lit section of the map)
This is much improved over your preveous map (outhouse?) but there are two main points you need to adress.
1. Lighting: as I say this is much improoved, but it still falls flat. lighting in a map is only secondarily there so that the player can see. lighting must have character. Yes I'm sure a real missle silo would have uniform harsh lighting, but that isn't the point. don't be afraid of shadows. use light_spot ents to make pools of bright light surrounded in moderate shadow for instance.
2. layout: this map is quite disjointed. I didn't play it with other people, but I felt that there was absolutly no flow to it. you have the oppertunity to fix this, however. you have a number of dead ends that stop at the silos. simply by makeing them lead into the silos you could vastly improve gameplay potential on this map. another gameplay related issue is those lifts. they are far too slow.
archatecture is pretty simple, but it fits the theme of the map, so no complaits there.
You are improving very rapidly!