RC1:
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II Gameplay II
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- Removed Secret Pickup
- Fixed Balcony Bug
- Added "Were running out of Time" Voiceline 20 Seconds before end of a Round (Only heard for Losing Team)
- Added More Final Voicelines
II Visuals II
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- More work on the 3D Skybox
- Added Cracks into Wooden Bridge
- Added Soundscape inside the Warehouse
- Changed Light inside small Healthpack room to a Lantern
- Properly Lit up the Control Point House
- Added more Pillars
- Replaced most Ramps with Stairs
- Remade Slideshow
- Added Moving Cameras for Spawnroom
II Optimization II
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- More Textures have Nodraw
- Adjusted some Prop FadeIn/Out Distances
Okay, I'm gonna have to be real with you here: Even though I'm assuming that your layout works fine and needs no further changes, RC really needs to be reserved for your map at its absolute most polished state. RC stands for "Release Candidate", meaning that when you put out an update under RC, you are essentially saying that you are confident that the map can hold its own among the other fully completed maps (although you're open to further tweaks).
Adding in the most bare-bones of details does not get you to this stage. Your detailing is still obviously an assortment of boxes with flat textures and maybe some roofs and a beam thrown in here and there. That's not enough. Overlays and decals, props, more convincing brushwork in general, then we'll talk RC.
Some real quick feedback on how you can get there quicker:
-Corner beams (As in many, many more of them). These are a bit of crutch when detailing, but man are they effective. Just put a wooden or metal beam on the edge of pretty much any piece of brushwork and it looks way more professional.
-Improved skybox. Your skybox is really obviously fake, I'm gonna be honest. Trees don't just stop at a flat line like that. Nor do they grow out of lakes with perfect 90 degree corners.
-PROPS. You have a couple here and there, but you don't ever really use smaller detail props. Like pipes, electrical boxes, vents, outlets, computers, and so on.
-Signage and posters. These help make your map feel significantly more believable.
-Stains. You can honestly just put stain overlays where ever it would make sense, and that'll help break up plain, repeating textures.
-Thinner fences.
Overall, you just need to make your map feel less barren. As I said, it's still obviously an assortment of boxes, and it feels like nothing is really going on. That's all the advice I can give off the top of my head (also bear in mind I've only seen the screenshots.) I would imagine there's some more detailed detailing tutorials that give all the most detailed details for detailing a very detailed level... detail.