Well, I took the time to play this map and look at it through the UnrealEd. That's what I found...
Architecture and detail are pretty nice, although better use of the grid is advised. Some stuff is misaligned, leaving a gap in between walls and stuff like that:
Details is pretty nice. Great care has been taken in placing a lot of meshes and even BSP detail, which is organized neatly, however, certain places are completely without detail... completely bare. It's somewhat noticeable when you come from an empty room into a detailed one and it gives the impression that the map is 90% finished...
Lighting in the inside areas is pretty good. It's diverse and not just... one color. Although I have to say that I think purple has been used a bit too much. (Keep in mind - red and blue will create purple). Also, the green colors used to amplify certain details is a bit too saturated and diverts attention to the walls or details instead of keeping the player on the battlefield.
Although the inside is lit pretty well, the outside has been neglected. There is a setting sun in the skybox (which really looks nice), but the shadows outside are weird. Some are cast in places where there is nothing to actually cast shaddows and... then they're missing from places that should have shadows - because the sun can't shine there.
Also, the outside area is somewhat dark. The ambient light is a bit too dark and... I suggest using a shade of mid saturation dark blue next time. Looks good for shadows.
Texturing is not really good. Stone, metal, wood all over the place with no regard for each other...

Sharp transitions like these from an area textured and lit like a church... into an area textured, lit and modeled like a factory
(Also notice the green shades I was talking about earlier.)
Also, see the indent into the wall where two books are?
That's sticks out waaaay too much because the color is different and the texture doesn't match.
Although texturing of the outside areas is considerably better, apart from maybe one or two textures that I wouldn't use...
Next off... the weapons and pickup placement is somewhat off. Minigun in a sniping spot, ammo all over the place with weapons nowhere to be found, sniper rifle with two bullets (no, not bullet boxes... two bullets) in a sniping spot... A med box on top of a roof? I think it's better to put something like a shield beld there... cos a player had to go through some tough manouvering to get up there and is exposed to sniper fire from all directions... just to get 20 poins of health? I mean... who's gonna go up there just for *that*, if you know what I mean
A few of the spawn points are positioned on top of the water tower... with nowhere to go but to jump off. But if you do that, you recieve damage. That's a bit off as well.
Now, I must say that layout is quite good. It took me a while to figure out where the control points.
The bot pathing is pretty good. Bots took the control points before I even found one.
Although I must say that player count ranging between 6 and 32 is... completely off. With 6 players in a map, you'll hardly every meet any other player, other then next to a control point because the map is so big. On the other side... 32 players in the map....... is a complete disaster. In the outside areas, the poly count offten breaches 500, 600 polys. There are several spots where it breaches 800. That along brings even modern computers down to a halt... that's offline, with no opponents. But online, that's completely unplayable. With 32 players, my framerate has offten been dropped to 10 FPS (and for the D3D haters out there, yes, I did try OpenGl with same results). So in the next projects, I strongly suggest using the "stat fps" command to keep your polys below 300.
Overall, I'd give this map 5/10