OK, hope you're up for some input....good and bad. Doesn't matter, gonna post anyway and hopefully I can add some useful advice.
First off: Good stuff --
I like the map. Has a small feeling although it's rather modest in size. Lots of ways to get from the Allied spawn to the ship, nice corners to hide around and such. Good approaches. I like the interesting yet believable architecture too in some instances. You've created a really cool setting with the ship, you should be proud for a true 'Mohaa First' in that regard. The automated workers and crane are great! The bulldozer....I want it for my Tractor Works map!!! Ugh, how I struggled with the 'make one---don't make one' thing...didn't, wish I could've had yours. Great work with the broken ground and slabs of stuff in that area too.
Now, the not so good stuff....and I've got pics as my visual aids....
First off in this area:
Lighting. Some rooms are WAY too bright. Looks like the default 300 on some indoor lights. I'd really back that down to 150 or even 100 in some areas....as it is washing out the textures. Next, a couple industrial lights inside a living space. I know we don't have many choices, but I'd err on repeating similar lights versus out of place ones. Go the extra mile and put in 'coronas' over the lights....(big pain, as I just redid that for TW).
Some 'Z' fighting...see pics. Go around very slowly and try to catch these buggers, hurts atmosphere and FPS.
Your hedges.....they have a 'rolling' effect as in they seem to roll up and down from the top as you come/go....not good. Curious if that's an effect of your leaf_groups. Again, see pics.
Grate textures. Ugh. SO many of them are multi-sided giving a serious Z-fight effect, very hard on the eyes and FPS probably too...just looks bad. Make sure you use the 'no draw' texture on the bottom OR be sure, as in most cases, you don't have DUPLICATE brushes in the same space.
Now the big issue......... ....... LEAF GROUPS. I just finished up a good 12 hours toying on my TW-TOW map with them. What a hassle, but well worth it IF you can get them to work well. The trick is deciding which leaf group should contain which wall. In a couple cases you need to adjust for that. See pics. My advice here; use as few leaf groups as necessary. Your map has pretty good VIS blocking in many area....windows don't help on those upper floors, I know, but... Did you go through and make a lot of non-vis-blocking brushes 'Detail'??? A healthy balance can make up FPS.
More leaf stuff....Looks like you have each deck with it's own leaf group. That can be good, especially with all the hi triangle models you've got in the lower hold. I'd advise that probably ONE for the whole three decks of the hold be used. That's tough to do maybe, but with a lot of high angles of view into the hold, much more practical.
More leaf stuff, again. Try to do with fewer, as I said before. Each room/building doesn't need one, in all cases. Try to 'section' your map off. Think in terms of how far the leaf can go and what you can see if you stood at a corner and peered around it. Takes a lot of time, but it will REALLY boost your map. The worst visual thing is to be 20 yards from a wall and have it suddenly pop in or out because of a bad leaf orientation.
Ok, enough. You've got a great concept, I love it, just needs finishing work. OH, and those workers again, cool, but give me some sort of better barrier to their work area instead of a 'clip' brush.... I know, it's jusy eye candy........but.......in realism terms they'd blow your head off if they could.....well, if they were bots, they'd try. Ever try your FPS without those guys??? Just an idea.
Anyway, here's the pics and my comments on them...Remember, I'm not expect, just a pain-in-the-ass realist/perfectionist/pain-in-the-ass.

leaf group popping

SERIOUS leaf group popping, try to move the leaf group containing that building, as in move it AWAY from the player view to free that wall up to stay in view from the currently occupied leaf.

looks like duplicate brushes to me...Z-fight

forget location, but a Z-fight as well, two layers there, overlap of about 8-16 units.

your leaf group drops out the floor here....IF one leaf group below it, be sure the lower one DOES NOT include the trucks deck floor, it should touch the BOTTOM of the deck the truck sits on, not contain it.

See above.

climbing the ladder nearing the next deck....this is ONE step lower that the pic below which **PRESTO** seems to warp you to another place....

see.......one rung higher than the pic above. Both leaf groups should be able to 'see' eachother, i.e. they should NOT be in the 'target/value' field.

Your funky 'rolling' hedges. Like this all over. This is particularly bad as it has a HUGE hole where you either have two brushes stacked, or need to scale up the texture to cover the whole height.
OK, hope I didn't piss ya off, just trying to help...
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