Ok, few thoughts:
- There are a lot of misaligned brushes, walls which don't line up, etc... which need fixing.
- The scale of a lot of the brushes is off quite considerably - for example the planks covering the hole are way thicker than they need be, so they look a little clumsy.
- The aforementioned hole is cool.
- The r_speeds are about 1100 without reflective water, which means you're more than likely going to have big problems with that later. This is an example of the inherent problems with these maps which have been discussed before. Sad but true.
- The map is let down heavily by texturing, I don't think there are too many suitable textures available for this sort of map yet. The concrete is great for WW2 type concrete bunkers, but don't use red brick for internal buildings - it clashes too much. Plus, its unlikely the floor would be tiled with terracotta in a wartime beach head bunker. Have a look at some photo's of WW2 bunkers, they have a great utlitarian feel and exude the feeling of security and strength - try and capture that in your building design.
- The problem of the water just cutting off is one that I've wondered about for ages, I can't really think how to solve it. you could always clip it when it gets so deep and have it extend out into the distance, obscured by fog, but be aware of r_speeds.
- Bunkers probably wouldn't have open roofs as they'd be a destroyers artillerymans dream.
On the whole this looks like it has more promise than similar maps, so I hope you stick with it. I'm a big fan of the idea ever since I played a similar map on RTCW, but I've always written it off in DP due to engine limitations. I really hope you can make a good go of it!
good luck,
Dag