I like it, looks very good for a first beta.
Maybe you could add _sun_light and _sun_diffuse to the worldspawn. And why do you have two info_player_starts? The top of one blue barrel low mid and almost ALL wood textures are misaligned. Rotate most of the faces separate. Nice job for a first beta though.
The best and most easy way to reducing r_speeds is building the map so, that the game doesn't have to calculate and show all areas at the same time. You have to think about the structure before you start working on big maps. Look at maps like castle1. You can only see/look into two or three very small rooms there. Thats why the game only needs to calculate your two or three rooms at the same time and the r_speeds will be good/low. With areaportals, hint brushes etc. you can help/influence the compiler (bsp), if it doesn't work "correct" or if it's not compiled like you want to have it. The worst case, you should avoid, is a very big, very open, very long map, very wide and very high map where you can look from one end to the other end.