Looks good so far, here are some critiques. Feel free to take or disregard them as you see fit.
Have some fun with your ceilings. They don't have to all be flat planes. Have a look at dm_lockdown and check out how much stuff is going on in the ceilings there. Also in some places like the third and last pics you used light entities where I think a spotlight would have been better.
In a lot of the pics the lighting is washed out due to how many light entities you have used. The best lighting IMO contrasts light and dark to accentuate the 3d features of the geometry you have created. When the lighting is washed out you can't get that effect. It is possible to have a "bright" map and still have lighting contrast - many of the Valve maps do this brilliantly. Have a look at the following pic and how the lighting spills in from the skylights and doorways, and around the pillar:
http://web.gameguru.ru/img/img/half-life_2/half-life_2_large_8.jpg
Remember, with lighting less is more. If you feel the need to have a ton of lights for architectural consistency, make some of them broken. Better to have 1 bright light than 5 mediocre lights.
I love the area in the 4th screenshot - looks to have great vertical gameplay.
Some of the areas - specifically the bathroom and the lab - look way too tall. Maybe lower the ceiling down a bit there.
In the lab you might also consider adding some columns for both detail and tactical cover.