I’m glad people still do this, cos it means people can offer actual criticism when they want it, rather then just oohs and ahhs, which is fine but don’t help create a better map.
So your map, you’ve got some really promising atmosphere going on there with the moody night lighting, but the skybox texture doesn’t quite fit, consider picking something a little more match to the tone you’ve got, or vice versa.
The exterior brushwork and texturing; top notch. I’m really digging the style, and you’ve broken up the textures well. perhaps a few detail props such as drain pipes or electrical boxes on the blank walls could help a little too…
The interior is the weakest part of the map at the moment. Your lighting, while contrasting nicely to the outside moonlight, it’s rather stark, and leaves the rooms feeling washed out. Try to lead your player’s eyes to points of particular interest with lights, the way to an objective, or simply showing off a detail, these area should be well lit, not everywhere. There’s such a thing as too much light, as it just drowns out the shapes and form of the map by eliminating shadows, and Source’s shadows are pretty, use them!
The brushwork is basic and frankly, it’s difficult to a whole lot more with simple rooms, but things like locked doors, or even broken walls can really bring a room to life, making it seem like things have actually happened there. The staircase’s supports are just… really bad, sorry, the brushwork is fat and pudgy and I recommend redoing/revamping that particular part.
Texture-wise, as I’ve said you’re doing better than many with a clear understanding of texture alignment and such… mostly. But All in all, it’s a great start, perhaps try adding a few un-enterable buildings or shacks around the outside, and try to expand what the player would see too… Hope you don’t mind a bit of honest critique… =)
[editline]25th February 2012[/editline]
Edit, also more props and details, decals dotted around, but don’t over do it…