Once again because I don't have much spare time (e.g exam tomorrow!) I only had a quick look in mapster, and had a look at the text file. Long story short you really need to spend more than 1.5 weeks on a map. The detail is below average, and there's still some noob things in there like doors going all the way to the ceiling. You might argue something like "well, not a lot of maps are released these days, 1 or 2 a month on average, so why not make a larger amount of faster-made maps?", and the answer to that is; when the result is below average in most catagories, it falls into the realm of 1000's of other similar user maps that the player could just as easily dig up and play instead.
Maps don't have to be highly-detailed these days, but if they don't have details, then they need to do something else, like really, really push into new, interesting gameplay (combat situations that are rarely done or haven't been done before, while the encounters I saw in your map seemed fairly standard stuff). Or make their maps conceptually grand (
http://www.unrealsp....lgrandness.html), which can be achieved without extensive details and makes the map much more memorable. Those types of maps typically involve a really good layout, and other means of conveying progression, and other stuff mentioned here:
https://docs.google....XZF8UR0bU/edit. While a large percentage of your map seems to be copy/paste of relatively simple hallways. It's not that the hallways are bad or anything, but when it's the same hallway over and over like that then it drags the map down by reducing its aesthetic value and making it harder to navigate.
Please note that I'm not trying to have a go at you, this is purely constructive criticism that I hope you'll use to make your next map even better. Like I said above, it's mainly a factor of spending more time on the map. Even the pros would have a hard time pumping out a full-sized, original (memorable) map in such a short time frame.