I like it. Your lighting is pretty cool, though I feel you could improve it even more by pumping up the brightness on them a touch and giving them one of those very subtle glow sprites. Make sure you keep the dramatic shadowy areas though.
Try not to think too logically. The sun isn't the only source of light in the sky -- it's the only direct source. The reason it looks a little strange is because the sky above the entire area would be carrying the light in reality, and illuminating the factory slightly.
Uh, it's kind of difficult to suggest anything without an editor view of how your brushes are lined up. You've probably worked it out anyway, but I'll assume your displacement brushes there are like this:
You want them like this:
The two should then line up and be sewable. I'm only assuming though, editor screenshots are necessary really.
Try to balance your lighting and sky more. Your buildings are dark enough to imply that the sky is completely dark and in the middle of your night, but the sky itself is a lot lighter and reddish.
The tone and colour of anything which is getting hit by that sky should be very similar to the sky itself -- as DaanO said, it lacks subtley. Since your sky is currently fairly midtonish, your buildings and such should also be midtonish. Balance!
http://www.idlethumbs.net/display.php?id=74
These guys usually do pretty good articles/reviews. Seems fair enough, and the opinions right at the bottom are the best. ;
Yar, this is more like how I'd do it. What are those glowy things called again, like I put around the lights, windows and door? I've seen them in some maps so I know they can be done, I just emulated them with a shitty brush. D:~
It may be worth experimenting with those glowy type things too, with light sources -- I forget what they're called. Give me a few minutes and I'll quickly edit one of your screenshots to show what I mean.
It's nice structurally, but in those latest screenshots (the older ones aren't working) the lighting seems really dark. If you were to lighten up the whole thing and then choose your darker areas very carefully (rather than it being the other way around) I think it'd make it a bit nicer. Think about colour too -- you kind of have a piss-yellow scheme going on right now, which doesn't look too good.
My guess is that all those spawns aren't going to be used at once, so that many spawns isn't necessary. Source probably doesn't let people spawn inside of each other like HL1 did either.
Just put the spawns you do have in spread out locations, so you don't end up with every bastard spawning next to each other.
Yar, looks good. Dunno if it's the angle, but your texture up right below the window looks kind of stretched. Other than that, it looks nice -- excellent lighting.
Haha, Doom 3? Shooter of the year? Give me a break. It looked pretty, and that's it. It even got an award for its engine. Other than that, it's highly dire.