Your map has SERIOUS vis issues, did you even compile vis

(Try r_showtris 1 to see what is 'visible' / what the renderer has to draw every frame). The layout itself would block LoS well, just need structural walls and vis compiled.
The map has tons of light bleeding in various places. You need to align wall brushes properly so 1 wall surface doesn't extent past the corner of 2 walls, tho there are probably other causes too.
Many hidden surfaces are not caulked, you need to apply caulk to everything and retexture to fully fix that

(quick retexturing pro tip: MMB on a surface in radiant to copy texture and Ctrl+Shift+MMB to paste the texture to a caulked surface).
There are some overlapping/misaligned brushes. r_fullbright 1, noclip and r_showtris can help spot them. Also several of the handrail columns in human base are too short.
In various places cylinder caps have misaligned textures, try pressing the 'Fit' button (under Patch) in Surface inspector (S) several times.
In the pipespam corridor next to human base the wider cylinders also have caps on non-visible sides. They and the small connected pipes are also halfway inside the wall causing more lightbleeding. They should be halves of pipes instead.
The map
looks good, but on the technical side I'd give it a 3/10

And it would be tons of work to fix it all. Just fixing vis would at least make it properly playable.