I have work in a couple of hours, but I'll give it a spin later today. From what I can see from the screens and your posts, you might want to add three more things to your list.
1.) Work on your English, and find ways to be more descriptive about what you're making. Is it your first language? Writing map summaries and replies to criticism is easier when you can be comprehended, and it makes you look like you're actually serious about learning. Being nice and descriptive also makes your map more appealing and gives players and critics alike a heads-up what to expect.
2.) No overview screenshot? This is when you take a straight-down birds-eye screenshot with a view of the entire map, showing its layout from a top-down perspective. Again, it provides a heads-up as to what we can expect. Not as important now, early into your first map, but it's a habit to get into.
3.) Lighting. I know it's a difficult thing to do, and your lighting won't work if it does have leaks as previous people have stated, but things are going to get dark, especially in those trenches Three Million was complaining about. From the screenshots it looks like just a light_env and the skybox - when we start casting shadows from the giant buildings on the point, that's going to make a *lot* of play spaces rather dark.