Very nice for a first map, I like your approach to the wall trim
Couple technical notes- the frames are very high because of the low detail level, but that gets eaten up super fast by player models on shit machines like mine. It might be worth it to figure out some optimizing to avoid unnecessary engine load as these shots show. It's very possible to hide what's rendered from these points in the map.
Here's the best start on that road
http://www.student.ru.nl/rvanhoorn/optimization.php
While in leafvis 1 I noticed your outside rounds are solids, that's generally not the first choice idea unless you control with hinting. Here you got lucky and the tools didnt fuck it up, but normally that would be func_detail with a wedge-shaped solid tapering to the apex behind it.
Otherwise, I noticed that big header at the opposite end of the map stopped me from jumping the 2 levels easily, maybe you want it like that?, and that green brick is one of the most drab textures there is ( I've used it before, but I won't again ). Good work, looking forward to next version