I think the layout and terrain is really interesting, but I feel like the way you've done the textures makes the map very visually busy and distracting.
I think it looks nicer in your screenshots so it might be due to low quality textures, but these stone and brick patterns in particular are very busy: http://i.imgur.com/NYR5sqm.jpg, http://i.imgur.com/w5E1KcC.jpg. You use patterns in other places where the slabs are all the same size and in a nice grid, and those are a lot easier on the eyes.
A lot of the windows also have light bricks around them which makes them stand out from the wall, but they're not solid or important so it's just distracting. If it's not important, it should kind of just blend in with the rest of the wall so you can focus on the important things.
Another thing is you have a ton of props on the map. I get a few here and there can help to make an area interesting, but I think you went a bit overboard. For example here: http://i.imgur.com/09EzJwY.jpg. Most of the props here are pretty unnecessary, and I feel like trimming down on these types of things could help make the map simpler. I can sort of get the garbage to block you from going in the doorway (although you can actually go in enough to hit your head on the arch when you jump), but it would be better if you chose something with a colour that doesn't contrast so much with the wall, like some planks of wood over the door. It seems like you must've put a lot of work into detailing so it would suck to remove some of it, but the visual appearance of a competitive map is pretty important, and I wouldn't want people to get hung up on that when the rest of the map seems really interesting. I think this quote from Scorpio sums up the mindset you should have when detailing a competitive map:
Q. Why do you think your maps are so successful/well received?
A. I think one of my major strengths has always been a very focused attention to gameplay details. Things like playerclipping, bullet blocking stairs, sightlines and combat spaces are where I feel strongest. I'm kind of a sloppy detailer with a tendency to focus more on gameplay over visuals, which has led me to adopt a very clean visual style that also helps cement my maps in the minds of competitive players. They don't really care how it looks, as long as the visuals don't get in the way of finding other players.