It doesn't look too bad for a first map overall, but I do have a few criticisms. At the moment it seems to be overscaled(geometry too large for good gameplay flow). Judging by the size of the explosion in your 2nd screenshot, that room alone is huge. And not to mention, the map is pretty flat in areas(screenshots 2 and 3), which tends to make gameplay less fun and exiting. But, like I said, it isn't bad for a first map, just keep working!
Ohana means family.
Only issue with releasing the new versions is the high compliation time, even in this state. I'm upgrading my pc soon so should be better soon.
To decrease compile time, you need to tie all of your brushes that aren't major level geometry(like supports and beams and such) to func_detail by pressing ctrl+t. Also, be sure to texture all brush faces that players don't see to the texture tools/toolsnodraw. Read this for more.
Only issue with releasing the new versions is the high compliation time, even in this state. I'm upgrading my pc soon so should be better soon.
If they are not using ABS's resource pack, crtl+t will create whatever default entity hammer chooses. So when the properties window does appear (by pressing crtl+t), you'll want to change the "Class:" In the upper left hand corner to "func_detail" (it's a little drop down menu, but you can just type func_detail in). But, yes func_detailng will drastically decrease your compile times
Be sure to compile on fast if your not. It complies maps quickly for testing and you can do a full compile when you release the map in RC. Fast mode can sometimes cause problems though but usually only if you are using water.
The default is func_detail, because it is the most used. I do not change that.If they are not using ABS's resource pack, crtl+t will create whatever default entity hammer chooses.