Design: The objects in the level are well placed - they provide fun little nooks and crannies for running and hiding in. I had a hard time getting stuck or lost around the crates, which is a good thing. It's simple, yet effective.
Looks: A couple of the aesthetic touches you have are nice - it really does feel like a warehouse, just a little messy (and come to think of it, how exactly DID they get those big crates in there, anyway?)... My biggest complaint is the lack of cubemaps. For a map like this, cubemaps really aren't that hard. Place two or three env_cubemaps and type buildcubemaps in console. Another problem I have is the fall-off distance for the models on the 2nd floor is set really low. Again, maps like this you really shouldn't need any fall-off distance.
Gameplay: The only thing I can see REALLY effecting the gameplay of the map is the T's start with weapons available to them and the CT's don't. You should either give each team equivalent weapons or none at all (none would be prefered).
The only things keeping me from adding this map to my server are the T's starting with weapons and no cubemaps. If these two things were fixed, you'd have a pretty solid 'aim' map, though it seems more like a frag-yard map to me.