Its a lot better than my first map, I can give you that.
One thing a map needs is to be truly inspired. The first question you should ask yourself is, "what IS this map?" What will make this map a map?" What is your map's identity? 2Fort, for instance, is two remote spy bases connected by a bridge. Dustbowl and Gravel Pit are seemingly innocent mining quarries. Offblast is a treacherous mountain trail. Manor is... well, a manor. It doesn't have to have an elaborate story behind it, but what it needs to be given first is its identity. It's soul. One of the reasons why I pour so much unnecessary detail in my early alphas is because I have an inspiration for my map, and, for better or worse, it drives me far further than anything else.
Now, inspiration is important, sure, but there needs to be a method behind your mania. One of the things a map needs is elbow room, and then some. You're going to have, under ideal conditions, 24 players all going at once on it- sometimes even 32, depending on the server. What good is a Spy to the team, trapped inside a tiny box with every other player on the server? Or a Sniper? Or a Medic? One of the things I learned from listening to the developer commentary is a piece of their map criteria. There's at least one short, direct route to the objective, and at least one long, safer, alternative route.
One thing I would do is open up one of Valve's decompiled maps, and scrutinize their choices. Ask yourself, "Why did they make this long stretch here? Why this 90 degree corner here? What purpose does this gap between doorways serve?" Everyone will come away with different answers of their own, but it is a valuable learning experience, and thought exercise. What I do before I even open up hammer, is open up my sketchbook, and plot out the floor plan- from straight, purely technical drafting of the individual floors or stretches of land, to intricate sketches of map landmarks. I don't remember much from my college days, but one thing stuck with me for sure- "Practice safe design, use a concept."
There's a lot more to mapping than just throwing brushes together, and sometimes it does feel more like a chore than a hobby, but it's always a labor of love that, sometimes, just won't have the returns you're expecting. But when it does catch on, when people do start talking about it and running it on servers, it's the most rewarding feeling in the world, and makes all the time and effort that much more worth it.