Good stuff for a first release.
Gameplay was reasonably solid considering how open many of the areas were. I felt that you were maybe a bit generous with the weapons, if I get the rocket launcher that early, I'm either going to a: expect a massive horde of enemies or b: break the map by rocket jumping somewhere I shouldn't be :)
You picked a very difficult theme to map for, so well done. One thing quake doesn't do well is real-world objects. It tends to do better for abstract stuff. So for you to try and make a real-worldish place for a first map release is brave. Actually, as an aside the map reminded me a little of an old cs map I used to play, cs_italy.
Regarding the visuals, it felt like there was a final detail parse missing over the entire map. As this was previously mentioned I won't harp on too much about it, but consider splitting brushes and varying textures. This is especially important around doors and windows, and making exterior surfaces different textures from interior ones. This was probably the biggest weakness in your map.
One thing that I thought you did quite well was your brushwork. Well done doing those caverns, they aren't easy to do. Also the bits and pieces of bazaar were also quite good, particularly in the final area. Next time maybe spend a little more time on the tree leaves =P
I also noticed that some of the detail you put in was lost in the darkness. If you aren't going to use fill lights, then use ericw's light tool (https://github.com/ericwa/ericw-tools) and add bounce lighting, it will give the map a more "natural" feel.
You should remove fullbright pixels from those windows. You can use texmex to do this. Alternatively run your wad file through this:
https://github.com/ericwa/defullbright
Now having said all this, well done on releasing your first map. You'll get a lot of blunt criticism here, most of it constructive, make sure to not let this disenfranchise you. I look forward to your next release.