Tried to pick out as much stuff as possible.
1 - Myrk had a point about light leaking in, these 2 brushes along the white line may not be joined together, could also be more leaks in other rocks.
2 - light coming in from 1 is creating these lighting glitches
3 - the top of the rocks are flat all the way round and it feels like a big box, they need height variation. Read up on the SP rock tutorials, it'll improve your maps.
4 - overscaled crates don't look good.
5 - terrain looks better when its not flat. A simple way of improving it is to put a few spike brushes in - make them cover a big area, 5/6 sided and 8 to 16 units high.
6 - that wall will prolly look better with a few lights on it.
7 - very bright lighting in tunnels has killed the shadows and these areas look bland.
1 - very chunky handrailing, try it with 4 unit thick (or smaller) brushwork.
2 - steps are a bit weird with the very thin step edge joining the next one.
3 - some frames around the smaller doors and windows are too thick. Nice lighting fx through the windows tho'
4 - big areas need something to break them up - beam going across the roof, column up the wall etc.
5 - floors a bit empty.
6 - would look better if the columns cast some shadows, like they are in 3 with the windows.
Each ceiling light is held up with 2 cylinder brushes which chop the ceiling into quite a few polys - positioning the cylinders 1 unit away from the ceiling so they're not touching the ceiling will stop this and lower the r_speeds.
1 - toilets in a missile silo, lol. Come to think of it, having a nuke launch in the next room would want to make me go :smile:
A realistic layout usually helps to make CS maps more believable, the toilets might fit better somewhere near the big computer room.
2 - theres a sewer coming thru the ladies toilet, making it into some sort of maintenance room may suit that area better.
3 - the pipe and bit around the roof opening don't work too well imo.
4 - narrow gantrys/corridors can be a pain in CS because of players blocking each other.
Theres a lot of detail touches in there - door frames, gas bottles, signs etc. that shows promise, if you can refine those mapping skills then your next maps will be way better.
And now i'm off to try and fix one of my crappy maps :sad: