Ahh seems much better now, I like the landscape idea. Oh and those spill over pipes... maybe that idea could be further developed to make the entire map look more like a small "flood water dam" station or something like that. You could also look at a typlical river sluice (those things for lifting boats in rivers) for inspiration as the overall shape of the water seems similar
But I guess the next step would be also to rethink some of the details as a few things still seem overly cluttered (e.g. try to focus more on "form follows function")
Another bigger but sifficult to solve issue is the "map geometry" problem. Many mapper make the mistake of trying to do detail in map geometry with are to delicate to be made out of anything else than map models. Take the lamp holders for example... they look way to massive and blocky... or those cross bar scafolding things holding up that black part. This is a bit difficult to solve without making proper map-models, but IMHO it looks better (or is more belivable) leaving such structures out completely, then to make them this blocky (I think the "minecraft syndrome" could be a nice new expression for this
). In some cases you can "cheat" by using transparent textures (alpha masked) and trying to make the map-geometry parts as delicate as possible, but it is a difficult compromise.
Last but not least... a very important point is texture trimming, where ever there is a sharp corner or connection to a new texture, it looks very bad looking to just have the same texture extending all the way to the border. That is why many textures only tile in one direction and have a different border at the top and bottom (or best is to have a fully tiling texture with border variation tiles you can place where necessary). In case of terrain and some special cases you can "cheat" with automatic texture blending, but in all other cases you have to have a special texture. Adding break up geometry like a border trim can often make things a lot easier, but also adds to the visual clutter if not carefully used.
P.S.: I think it would be nice if we would agree to a general art direction for the maps and such... I guess a "low tech, partial terra-formed mars" theme would be a discription that fits well to the feeling of this map, and could be a cool overall art theme for the mod (and Red Eclipse in general seems to fall somewhat in that category if I remember correctly).