Not too shabby. I realize you're probably just starting with this map, but if I might comment:
You might want to break up some of those big spaces. A little more detail would make it easier on the eyes. I'm especially referring to the first screenshot. Even if you just made some upscaled polygons around those table-looking things with the lamp texture on top to do some differential shading on the ceiling, it would help a lot. The walls on the right with the windows in them could be split, which would allow you to align the textures there as well as make it look better in general. Maybe a vertical band of another texture in between the windows, or several bands. I'd put split polygons along those sides on the left where the windows are, as well, so it isn't all just one texture from bottom to top.
The differential shading in the second screenshot is a good thing, except I can't understand why the bottom parts of those walls are lit when the rest are dark. They seem to be split polygons, but were you using a different texture there originally? The scene doesn't make sense unless those parts were lighting panels. If the light is as bright as it is from those light banks on either side of the middle passage, there would be reflection off of the ceiling as well. I'd either dim it down a lot or work out the angles and make light spill off the ceiling as well, not to mention onto the side behind the point of view from where the player is in that screenshot. Really the light should spill out at an angle from that wall, and not just act like a big laser shooting perpendicular from it. It has promise, but you'll be doing a lot of work in that room if you want it to look good.
Anyway, it's a great start. I like it. Post lots of updates as you go!