@Snusmumriken The theme seems doable, but I would push it in a more extreme direction to set it apart. Maybe it is extremely vegetated or whole areas have collapsed. Perhaps there are tombs and skeletons. Layout-wise, it seems like this map also needs something more to set itself apart. It uses too many corridors in places where they serve no purpose. The only true corridors on dust 2 are the one between the long doors and the one between B and upper tunnel. They are narrow and designed to consolidate players in to one area to focus action and make defense manageable. The placement of corridors around your map should be deliberate and does not even need to occur at all contact points. Flow is also an important factor, because it naturally guides the players aim and movement throughout the map. Pathways that snake around for the sake of delaying movement throughout the map can cause problems:
For this reason you almost never see such an instance on an official map.
There are more points to be made, but I think these are good places to start improving your map.