To expound on what I said in my previous post and add some new notes relevant to your latest screenshot:
1) The pipes. Note that the contours of your slopes don't follow the shading of the texture; this is why they so visibly tile so badly in your screenshot. Refer to the following screenshot; note how the slopes complement the shading of the texture, and don't try to fight against it:
[spoiler]

[/spoiler]
2) The lighting. Your screenshot suffers from what a lot of low-quality ZDoom maps suffer from; lighting does not behave the way you portray it to in your screenshot in real life, and you can offer your players another degree of immersion by trying to more closely approximate the way light behaves in the real world. Refer to the spoiler below:
[spoiler]

This is what a lot of ZDoom mappers do.

This is a closer (though not perfect) approximation to how light behaves in real life. Photons do not necessarily always project in a straight line in the direction the light source is intended to point; they have a tendency to scatter throughout every possible pathway away from the light source radially. This brings me to my next demonstration:

Not 100% lifelike, but this is a closer approximation to how light may behave in reality. Note the dramatic shadow outlines drawn by the pillars.[/spoiler]
3) Minor point: the textures on the sides of the blown-out stone bricks. Try something like this, I think it'd look better:
[spoiler]

[/spoiler]
I hope this helps you. And please stop trying to pick a fight with me, I'm trying to give you actual constructive criticism to make your map better.