Wow, this is pretty impressive. I'm surprised you could even get this to compile. It's a shame the engine isn't really designed for this level of detail in brushes and kind of makes even high end gaming machines struggle in some locations.
I see you're using the standard low res textures in your screenshots, even though all your custom textures are highres. You should grab this texture pack:
http://dplogin.com/files/hr4_gpl.zip – perhaps some of those textures will cover your needs and you won't need as many custom textures.
On the note of custom textures:
All of your textures are .png files. You should really use jpg files with high quality compression to keep the file size down, unless you actually need transparency. Some of the textures have visible jpeg artifacts, so it's kind of weird to have lossy images in a lossless format. When someone goes to play your map for the first time, they'll be spending a long time downloading textures. That can probably be cut down a lot!
You have some textures that are the same texture but flipped. You can actually flip textures in the editor by scaling by a negative value (sx -1 will flip the image horizontally).
Could you please replace the porn site texture with something else?
You should also provide low-res versions of the textures. People with lower-end machines that have the high-res textures disabled will see no textures.
On the lighting:
Notice the splotchy colored lighting in some places (ex:
http://i.imgur.com/JedyPlF.jpg)? That means your lighting is probably too dark. As the lighting gets near 0, you end up with RGB values like 2,2,2 followed by 2,1,1, so there's twice as much red when it shouldn't be that extreme. Your screenshots look much lighter than the map looks for me in-game, so I'm guessing you've cranked up your lighting/gamma/brightness settings. Keep in mind not everybody will be playing with settings that light. You should tone your settings down and brighten the map. That should reduce the color splotches and make the map more visible for other players. Try gl_lightmapgamma 1 and gl_brightness 0 (and vid_restart if the map is loaded) and try to make the map visible with these settings. The default gl_lightmapgamma value is .6. If you need to scale all of the lighting in the map, you can customize the batch files and add something like -scale 2 to the rad stage.
r_speeds:
Yeah, there may not be a whole lot you can do about these, but there are some areas that might be able to be improved with some hint brushes. I've attached a screenshot showing a possible hint brush placement to help block the visibility of the pool area. Reducing that I think would be your biggest win, since it has the reflective water, and minimizing the visibility of water goes a long way.
The hint brush is at ground level and angles from somewhere around the corner of the pool area to the edge of the door frame. It might be better to break this into multiple hint brushes, but that's the general idea.
Other misc stuff:
I noticed a few of the box textures were misaligned. It would be nice if the stairs up to the flag had another step or 2 (maybe have a landing and 90 degree turn) so you don't have to awkwardly jump onto them. Also, you should put a clip brush near near the top so you don't get hung up on the angled wall.
Keep up the awesome work! I've uploaded your map to the beta server as well. I'll PM you the details.