I wouldn't work on too many maps at the same time. Try to learn bsp step by step and improve your maps. You will learn a lot while improving your maps. But it's kind of annoying if you start around 10 maps and need to change the same stuff for all of them
If you use a sky, I'd also use a nice sun lighting. Here're some default settings you can add to the worldspawn...
"sky" "pbsky1"
"_sun_angle" "198 -65"
"_sun_diffuse" "60"
"_sun_ambient" "30"
"_sun_light" "250"
Here're some more skies and sky angles...
http://dplogin.com/forums/index.php?topic=714.msg221412#msg221412As deadfroggy already mentioned, the gun in the mid of the map isn't always an autococker, because you didn't set a gun. However, I'd more like to see a stingray or a lower gun for such a small map. You can also add "type" "low" to the weapon_pballgun entity.
Add "angle" "#" to the player spawns, that players don't look in front of a wall after spawning (replace the # with a value). You can also use the count field of the entity window. After you added it, the entity will show you an arrow with the viewing direction.
The cave looks strange with the high walls and the sky. I'd add some more rock brushes at the top that you'll get a real cave.
A standalone flame texture looks just horrible. Have a look at the flame test .map file to create a correct flame. You can also copy the flames if both .map files (the flame test file and your file) are opened in bsp at the same time. Then you can swith between the files.
ftp://otb-server.de/pub/Maps/map/_flametest.mapI'd also use an other ground texture for the fireplace.
Screenshots...
Red: Rotate this faces. You can do it with the surface properties. Select the face/brush, press s, add a value to R (R=rotate in degrees), click apply face/brush.
Red: There's a hole.
Blue: Gras looks bad here. I'd use an other texture like you did on the left side.
Red: I'd make this ramp a little bit more flat that players can walk up more easily.
Map is online @ [OTB] Beta!