This is a visually impressive map for sure. I think though that the layout is a bit too basic and not at all deserving of the visuals.
Adding a second level to the center building would be good, as would paths between the outside and center second levels. The level is mainly flat with little height variation which makes for boring extended play. More paths between areas would be good. I would also widen some of the doorways, as the normal width doorways are not conducive to smooth deathmatch.
I would reduce the amount of props in places, as 4 barrels and 2 palettes or a stack of 6 tires is a little too generous. I would remove some of the less useful props that serve as decor more than grav gun ammunition such as the wooden chairs and tables. I would also turn some of the breakable props into respawners.
You need to take a close look at snag points. I noticed some clipped off areas and some non-solid static props which is a start, but there's still plenty to do. For example nearly every door blocked by wood planks needs clipping. I would be careful with the non-solid props though, as they won't block bullets or thrown objects and would look strange to observing players.
Here's some smaller things I noticed:
Texture error.
Inset door needs to be clipped off. Those cones probably get annoying in a real deathmatch.
I got stuck here with no way out but suicide.
I would suggest not making these func_illusionary, instead clip them because of what can happen in the second picture.
Bed's broken. I wouldn't use this prop in deathmatch; at least make it static.
Big prop isn't solid but the smaller prop is.
Prop placement error.
Paint cans and cinder blocks are prime gravgun material in deathmatch, and setting them as debris is not ideal.
This looks bad and not at all realistic.
Snag point.