Outdoor parts looks great, the indoor areas look rather plain and dull and have some rather unlogical pipe constructions like
http://www.w00th4x0r.com/hl2dm/dm3t0006.jpg
http://www.w00th4x0r.com/hl2dm/dm3t0007.jpg
Create some quality maps for different engines, join a mod team, learn texturing and modeling. Combine that with talent, the ability to adapt to different situations, teamwork skills and you'll get a job.
Looks pro. Excellent lighting. I'm not sure about the gameplay though. Looks a tad chaotic due to the number of objects that can be manipulated as fletch said.
It looks like a mess judging by the screenshots although it looks ok. It lacks consistency and a proper theme. It's also better to use a few screenshots that give a clear view of what the map is like instead of thirty something showing every little corner from different angles.
An image of a wall isn't exactly very interesting, for example:
http://www.snarkpit.com/pits/hugh/petro ... ol0051.jpg
http://www.snarkpit.com/pits/hugh/petro ... ol0052.jpg
http://www.snarkpit.com/pits/hugh/petro ... ol0043.jpg
They have a negative impact on the viewer.
In general the map feels like you've done some separate wild brushwork experiments and based your map around them, closed your map area with a brickwall and added a ton off buildings outside of it. It lacks purpose.
Try to make the map feel more logical and natural. Otherwise it looks pretty good but the gameplay feels a tad flat by looking at the images.
Some sort of freedom would be appreciated, for example, the city is too linear which makes it feel less like a city. The areas where you can fight the striders are too restricted. It felt mostly like a box with striders.
Maps with more A and B objectives before you can continue give a sense of freedom. Think of the area with the tentacles in HL1 or the building with the generator thingiesin HL2 . Too linear areas break the illusion of a fully functional world.
Farcry had better AI imo, although it was rather buggy occasionally and a better sense of hitboxes. In farcry the enemy actually died pretty much instantly of a headshot no matter what skill level you played on and you actually noticed it. It doesn't feel right in HL2.
Mods usually fail at level design. For me, level design is everything. You can have mediocre models and other visuals as long as the playability and level design is great. I don't really care about concept art as it doesn't really tell anything about the mod itself. Weapon models don't really tell much either. The two aforementionned are rather common as the main media content. Mods that have only such content to display will fail.
Both mods fail to show decent level design content. Judging by the previous work of the LDs for the first mod it will fail.
You don't make a high quality single player mod that's about the same length as HL1 just like that. HL2 SP mods (full conversion) will face the same reality.