So this is a 1:1 real-world remake of a building? Those can be tricky.
Kudos for taking on such a large project. Unfortunately, I have to tell you that doing real-world buildings (parts are OK, but
entire buildings) hardly ever works out, gameplay-wise. It's too large, there's too little cover and, naturally, most spaces are empty "filler", which should generally be avoided. It has a lot to do with the Source engine's weird scale, which makes real-world proportions often impossible (better adjust everything to standard texture heights for walls, doors, etc... and make compromises).
Be happy with what you have, I'm sure it's fun to run around. But keep the scale down for your next project, in order to improve flow. Consider cutting off a few too open or redundant areas to focus gameplay somewhere interesting. Make sure there are a lot of "choices" (left or right mostly) available to the player almost constantly. If you can only move "forward" for more than 5-10 seconds it feels restrictive. I try to have a choice of paths available to the player at least every 3 seconds when moving through a dm-map at full speed.
Your lighting looks weird because you mostly used plain white (RGB 255, 255, 255), which tends to look gray and lifeless in combination with HL2's texture set. Give your lights subtle shades of yellow or blue to get some color contrast. Use down-facing "light_spots" (with a large "constant" value of 5000 or more) to avoid the ceiling being over-bright from standard lights. Like in this pic, but for all lights:
To make light fall in from the sky, add a "tools/skybox" texture to the outer part of your windows, put a transparent texture in front of it and then set a bright value for a "light_environment" entity letting it come in from a lower pitch (-60 or so).
Also, you almost certainly have a problem with vrad/compiling. The above screenshot shouldn't have such dark ceilings. The light should "bounce" off the floor and subtly brighten the ceiling. Probably you do have a leak (causes vrad to light without bounce). Or you're running vrad at too low settings. The render doesn't look final because of this.
Anyways, keep on rockin/mapping!