No insult intended but, this looks amazingly like a box thats been filled in with stuff. I know that thats not really the case but it does none the less. My advice, take a look at the top down image of this map. It is essentially a box filled with stuff too but, it has non-accessible vistas to make it appear larger than it is. You need something besides a sky to give this map the advantage of roominess. Break the box and give the players something to look at.
The two things that strike me first in this shot are both realism items. 1st, the grating is much to thick. Real world grating like that would weigh a few metric tonnes. Make it a bit thinner. 2nd, canals have steeply sloping sides. This helps prevent debris from accumulating on the edges due to slowing water. If you are going to have vertical sides, add more piles of debris. Especially in the corners. Eddies draw debris by the currents of the water flowing slower in them. That pile of whatever in the center, probably wouldn't be there.
Here again reality is kicking you in the butt. The pathway leads right up to the wall. Why? Also, since I have not been inside the map I cannot tell for sure but it appears as if the tree in the center is growing over top of a tunnel or a hollow place under the map. If you are intending to retain the path, place some sort of a fence, or a hedgerow to make it distinct and PLANNED. A fence/barrier on the upper level above the path couldn't hurt either. I am also not liking the blue tint to the map. Night time tends to be such but, your light sources are white, yet they have no indication on the ground beneath them. The light sprite is glowing massively, yet its dark under the doorway. Its almost as if the glow is preventing the light from reaching the ground.
The retainer wall that separates the upper from the lower area seems a bit thick. Also, would it really be flush with the grass in a real world area? Also, the building needs some air vents. Factories generate heat. You need some air exchange.
The dock doors would also have some illumination in a real world setting. The grass is to neat, but I imagine you have plans for that already. Usually, factories have a corporate logo or name someplace. You have one in mind? The windows on the overlook connection between the buildings need to be closer together. Buildings almost always have gutters too. Dock doors almost always have some sort of a conventional entryway beside them. it allows egress without opening that big door.
From this angle, it looks to much like a mirror image between the walls. remove the right hand door and put it beside the dock door as I mentioned earlier. OK, now the critical part. The red and yellow fit fantastically but, the rocks in the center region clash sharply. At least IMO they do. If you can, try to keep the arch things intact but replace the rocks with the red or yellow. See how it looks that way. I'd go for the red personally but its your call.
From this angle, it truly becomes apparent that the rocks are different from the theme you are attempting. Another point, do you expect the people to use the street to travel about the compound? If so, perhaps a painted section for the route is in order. Another thing that truly sticks out in this shot is, the buildings are essentially all on the same plain. You need some variation between them. Look at this shot, the red one, the rock one the yellow one and the white one all are level. This is not a bad thing but it would add a tiny bit of perspective and depth to have them at least not so level. Its true that you have basements but from here, they are not so readily apparent.
Two things stick out. 1st, that path. Its not fitting the theme. 2nd, the buildings. People leave lights on sometimes, even when the shop is closed for the day. Turn on something inside. A computer monitor, or a bathroom light perhaps.
The stairway looks to much like a pit with stairs. Put some grating/fencing around it. Can't see much else from this angle.
One has to ask, Why such a big drainage pipe? It might be beneficial to have a reason other than a route for the fraggers to travel.
This shot shows a real good illustration of that path. It looks like you took a wall texture and placed it sideways upon the ground. There have got to be true path textures. Look for a more appropriate one. The bricks clash with the rocks too. Might be unavoidable but try anyway.
Hope some of this helps.















