I'm not good with layouts either and can therefore not give you any useful answer. However, I think this is a nice opportunity to say something I've thought about for a while:
It's not often enough acknowledged that mapping is really fucking difficult.
Just learning the basics of how Hammer mapping works requires one to figure out some pretty unintuitive things; If your water is invisible it has nothing to do with the water brush but rather the fact that some different brushes somewhere else don't properly connect. If you don't insert a specific type of entity and run a string of console commands after compiling, various semi-random objects will be covered with pink squares. If you don't split your map into certain types of shapes with the help of invisible textures named stuff like 'hint' and 'skip' and tie most of your geometry to some entity called 'func_detail', your map will run like shit. And so on.
And that's just the stuff required to make your first three-square-rooms-and-a-bunch-of-HL2-props map. To create something even resembling a TF2 map you need to learn a whole bunch of design theory - how to properly work with things like sightlines, height advantages, sentry positions, flanking routes, water, etc. - and understanding all those things on paper and identifying how they're used in good maps does in of course no way guarantee that you manage to implement them properly in your own map. And the thing is, even if you get almost all of those things right, just failing at one or two of them will render your map fatally flawed and make casual players dismiss it as a piece of shit. Finally, there's the indefinable aspect of 'fun', the lack of which will make your map unpopular even if you do absolutely everything else right.
What I'm trying to say is that even the most terrible and unenjoyable maps have a fuckbunch of work behind them. As we rarely get any credit from other people for this work, I think it's important to acknowledge it ourselves. Don't dismiss your own maps as 'Sucked', 'Clusterfuck' and 'Demospam heaven'. Look at them, identify the things you did right and the things you did wrong, then try to figure out how to keep doing the things you did right and avoid the things you did wrong.
Sorry about the wall of text, hope I didn't go too far off-topic.
(Disclaimer: This rant should not be interpreted as some kind of butthurt reaction against the negative feedback received by Crude after the recent tests. On the contrary, I don't think I've ever gotten as much constructive and useful criticism on my mapping before as I did this time, and I'm really grateful to all of you who left it!)