I played it last gameday, and I have some negative - but hopefully constructive - feedback.
Firstly, the map feels fundamentally off, scaling and layout-wise. The overall structure is very square and unnatural, and the central room feels like it's designed to house people who are a lot bigger than the players. The map is probably not too big - walking distance- or sightline-wise - but you nevertheless feel dwarfed and out of place when walking around in it.
Secondly, there's very little sense of direction or flow. Almost the entire map is a big square box with random-looking squares and entrances scattered around it. When I played the map, I spent the first few rounds running around haphazardly and shooting people whenever I came across them. Then I figured out that I could bypass a few turns by rocketjumping at the beginning, land in a corridor that the entire enemy team always seemed to use, and spam a bunch of rockets at them until I was dead, and kept doing that for the remaining rounds. Basically, I as a player never got an intuitive feel for which purposes the different routes and area served and how they interacted. The fact that the map starts with a 180 degree turn and subsequently a big square corridor that doesn't offer any alternative routes for non-jump classes didn't help either.
I don't think I can give you any solid advice on how to improve the map, mainly because I'm terrible at this stuff too (If you've played any version of Sanitarium or Crude you'll know), but... Look at Valve-quality maps and think about how they're put together. Consider what each class is looking for when they exit spawn. Look at how indoor and outdoor areas and square and non-square geometry are combined to create organic and natural environments. Look at the sizes of combat areas, the heights of indoor ceilings, the lengths of straight paths, et cetera. And good luck!