Like obsidian said, it's hard to tell from a 2D diagram... the next step of course would be to alpha the map out using the concrete texture or whatever, but I'll give you feedback based on the diagram so far:
-it'd be nice if you specified in the diagram whether a wall is "closed" or "open." Closed means there is an actual wall there, whereas open just means one floor meets up with another floor.
-overall there seems to be too many hallways, but again, this might be the diagram speaking and not the actual map.

Just be wary of the "corridor" syndrome.
-confused about whether this is a Q3 or Q4 map--I see the PG yet I also see the NG?!?
-RA seems to be in a weak position--from the diagram it just looks like it is in a hallway. Remember you want to put the powerful items in interesting fighting locations (which appears to be what you did with MH). Maybe this just isn't apparent from the diagram.
-Assuming those numbers mean which floor it is, I'd switch PG and GL since you usually want to put the GL up high so it is more effective.
-Like obsidian said, LG and RG seem too close. Players could just lock down that side of the map with mega and forget about RA and the other player would be forced to use SG/PG which would suck.
-For now you can try the alpha with just MH/RA and see how it plays, butI'm guessing the map will eventually need at least 1 YA in there somewhere.