Ahh crap, sorry, I thought they resized themselves.
Yea, there's some discussion about the uploading feature. Sometimes it takes a while for the pics to show up (clearing the browser cache sometimes works). Sometimes the downsizing doesn't work or resizes correct images.
Anyway, a nice, energetic shot of the crossbow, but I'd recommend to face the facts and use screens with no players and the HUD and weapon models hidden (there's a console command). It gives a better view of the "rough" architecture, which you'll see through all the action when playing the map "live".
I'm quite particular when it comes to lighting but for a "first map" it already looks fairly good. I agree with the upper left light being a no-no (the ceiling shouldn't be lit) but the rest looks ok. Maybe a colder, more-bluesish light in contrast for some of the lower areas or the room to the right. Avoid any white/grey lights. Always give them some coloring.
People tend to look at the parts of a map that look the worst and the "flattest" so the border for the doors look rather flat and the texture looks odd. Spend some time on the door borders, use some more fitting textures ect. That's quite important as they are landmarks for the players (people run from door to door and see them from close).
Always remember that the first map(s) you make aren't supposed to get any cheers in public. It takes more than a few months to really get into it and produce something that actually looks like eyecandy and good game balance. I'd recommend to take a (very) close look at existing maps you consider to be excellent - perfect. Look where they put their detail, the lighting ect. Looking at good custom maps is often a good idea. Valve's maps are
very smart and efficently built so it's often hard to see the tricks that make a seemingly simple and low polygon room look good. But look at steamlab and lockdown and how they used spotlights. Look at underpass for some interesting architectural details. Look at the ceilings and floors. As for layouts a good tip is to make your corridors short but wide. People don't like corridors but you need them for any non-killbox (killbox=satan) layouts so at least they should leave enough space for some fights and fast movement.
I'll quote Reno: You're on the right track! You're still in the phase where it's important to analyze a lot of other maps for mapping tricks and instpiration.