The map was pretty fun to play aside from being kind of confusing (due to not very well-placed signs) and having some low ceiling heights in places, but being able to rocket/sticky jump on top of all the really tall roofs and other things was kind of ridiculous, I could sit up there as a demoman and spam stickies down on everyone below. Try to clip all the roofs and edges and stuff that you don't think people should be able to get up on, and make it obvious that you shouldn't get up there so people don't get confused.
I also noticed that some ledges and thresholds and stuff were not clipped and kind of weird to walk over, some of them might as well be flat with the floor. (I !fb'd one in the BLU spawn, for instance) A demoman also got stuck behind one of the wooden fence things in the final room, basically there are a lot of clipping issues and you should try to find them.
I really like the theme of the map with the industrial/farm-y look and the tall buildings, but I think a few detail things can be much improved upon.
One thing is the lighting, everything is really bright, which is good to a certain degree but right now there's very little variation in the brightness and the shadows are next to none, some props don't even cast shadows at all(?) The sixth screenshot almost looks fullbright. Try to change the color of some lights, experiment with the light_environment values and the brightness/angles/distances of the normal lights to add some more depth.
The biggest thing with the detailing though is the textures, as there are a lot of textures in places where they don't really fit in, as well as some that are improperly aligned and generally look kind of weird with their surroundings. The third screenshot is a good example of this, pretty much everything is made out of wood and the colors feel a bit washed out. Another example is the second screenshot, one of the two closest wooden walls have horizontal planks while the one next to it has vertical planks, it doesn't make much sense.
I'd experiment with some of the textures a bit and change them around to see if something else works better.
The map looks pretty promising though, good luck!