I like the look. Using subtle colored lighting (shot 2) to indicate team areas could work really well -- enough to let you know where things are, but not so glaring that it breaks the immersion of the map.
I few suggestions:
- Maybe lower the guard rails so it doesn't look like they're designed for 12 foot tall giants and that you can crouch under them.
- Add a very small light value to the white light texture so it looks like it's emitting light, rather than a white box with a light source near it.
As far as the layout goes, I kind of picture the catwalk being a central location -- perhaps 1 of 2 middle paths. Maybe you could have a control room as an alternative path. I think having unique visuals for each path makes maps easier to learn and recon.
So, just an idea for a layout:
From the base, 2 paths out, paths join into an area where they can overlap, then split again to the catwalk and control room middle areas.
To the base, maybe you could have an additional high path (pipe or vent) that would let you drop in near the flag.
Just some ideas... take 'em or leave 'em.
I was going to ask about the HR4 textures (I was hoping to check this out with the HR4 textures I had done, but it meant copying them over to your texture directory), but it sounds like this is just a temporary thing?