Thats more like it!!
Pros: Nice concept for the environment... has a good feel to it.
Cons: Displacements, layout, detailing.
I obviously dont know how long you've been mapping, but this idea does have potential, but lacks alot of polishing. Some people think I am too harsh with my ratings for maps, but I do feel that if 10 is the best you can get then that should only be given to the really special maps like de corse or forest, or maybe to nightfever or losttemple2. So honestly I would say that this map deserves a 5-6 for the moment, but please dont think I am saying what you've done is bad, but to be a 10 it needs alot more work.
Anyway, some practical advice. The displacements dont look great to me. You have simply made them too large, or with too low a power subdivision. I would suggest making your displacements between 768x768 and 1024x1024 and making them power 3 (try not to use power4). For background and landscapes maybe lower this a bit. With more verticies you have more manipultaion points and can create more realisticlly shaped terrain. You should also try to avoid stretching texture too much, some of the textures are very low res on the displacements and look kinda like Hl1 textures: http://www.mediafire.com/imageview.php?quickkey=adyg99gcuw231b4
Check the map for errors... the first thing I did was spawn, run for about 8 seconds and then fell into a hole I got stuck in and had to noclip out of... I got stuck here, and it seems alot of players might: http://www.mediafire.com/imageview.php?quickkey=0wt803z3ollo2y3
Layout... I think the layout needs some looking at again, a) there is a lack of cover in many places and b) area like this: http://www.mediafire.com/imageview.php?quickkey=o8ww7ozeht2zzo1 should generally be avoided as there is only one way in and out so strategically there is no reason to ever go down here.
Detail... generally the map feels a bit bare and needs more detailing, both in terms of objects and texturing. Regarding the water, source engine can only display expensive water at one height per PVS. If you have water at multiple heights that the water will render as cheap water and not look nearly so good. If you have water at 2 heights like behind and in front of your dam, if you turn one of them to a funcwateranalog, that one will render as cheap water... letting the other render as expensive. Detail is not just visual but also aural. I think there needs to be more diversity in the sounds in the map... even just the surfaces under foot. Everything in this map is concrete or rock, it would be nice to have a sand or dirt or gravel sound to make some contrast. Having one soundscape is not a problem as a backdrop but use more positional and occasional sounds, like you did with the generator.
Your glass textures look a little stretched, select them with face edit and make sure they are x and y 0.25 ... and then try to line them up to avoid the black in the middle of the glass like this: http://www.mediafire.com/imageview.php?quickkey=sa3u6k30pax005p