What's with all the text over the images? It's kinda unnecassery, any lack of detail goes without saying that you're still developing it and if you were stuck you'd get good quality feedback from this community.
Secondly. Good details does not = tons of props. It looks like you've just smacked a whole load of props into the level and onto the walls.
There's almost no scene consistancy and subsequently no narrative (demonstrated through a strict theme) to immerse players in your environment. It's spytech, desert and industrial blended together.
Tips:
Progression. Players understand map progression through the changes in their environment. This equates to:
"Initial area" = Almost neutral scene with hints of RED occupation through huts and scattered equipment. This usually consists of, but not limited to, organic out doors areas. It will warrant use of plants and rocks in combination with nature textures such as cliffs, dirt and water.
"Secondary area" = more significant presence of structures. This will be where players assimilate your maps theme through the more suggestive detail objects. What they are fighting over and possibly why. Oil, coal, supplies, communication??? This will dictate wooden and metal structures that litter the edge of a base, normally setup for maintenance or labour.
"final area" = Largely spytech or industrial in style, usually a HQ or resource focal point and location of the primary objective.The secret base, normally located deep under ground and far from prying eyes. You will use spytech and industrial models here, concrete and metal textures.
edited for better summary.