This seems to be suffering from too planned out lighting. The architecture seems very cramped, which is of course intentional so tastes aside that's fine, but why make the lighting feel cramped as well?
I don't want to sound condescending or anything. Don't take it that way! These are just my thoughts, solely judging by that one screenshot.
I feel like you're being dominated by your idea with the light coming from the windows. It feels like an after-thought. Like you came up with the architecture, figured windows would fit there and then made light come through them. What you then had was a partially lit map with many small shadowy areas that had to be lit somehow. Being paranoid of color-bleeding you were then overly careful to only light the shadows with lamps. Very small lights as not to interfere with the light coming from the windows.
This makes the level feel hectic now because the lighting changes every couple of meters.
It's not like a blue-moon-light-lit castle with a couple of orange torches, like in the classic UT-map color-scheme. Nothing changes there. It's still all blue but has some torches. Your level on the other hand isn't all blue with a couple of lamps but it's blue-yellow-green-blue-green-yellow... Because you made a careful distinction between where light comes in through the windows and where lamps are lighting the level. In the castle-example it's all blue. The blue doesn't stop for the torches. So it feels like one despite the contrast. Not in your level.
Also if the place were a real building, what happens at night? The shadowy areas would still be lit by lamps but what happens with all the areas where sunlight used to be?
And if I wanted to work/live/pray/whatever there the sunlight wouldn't be bright enough for me. Maybe if the whole place was a little subdued but not with the bright colorful lamps here and there. I would think, why let the wonderful bright light stop here just to make way for the low, pale sunlight. If it was the other way round, with strong sunlight and weak lamps it would feel right(er).
What I would do if I were you:
- try to make the sunlight the eye-popping colored light and make the lamps take the backseat
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or make all the lamps less dominant and make them light the sunlit areas as well
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or get rid of most of the lamps and make the sunlight brighter and let it bounce more so it shines into its shadows too a bit and then only leave lamps where you absolutely have to
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or get rid of the contrast. Not every UT map has to have two opposing colors plus optional highlights. You can use your sunlight color, make it a little stronger and brighter and have the yellow lights be blueish (not a 100% match, but somewhere in the same ball-park) as well. Make contrast with brightness and shape instead of color. The green ones would have to be changed to something other than green then, I'd say.
These are pretty severe changes. I don't mean this to come across as "your map, as it is now, stinks, change it!". Not at all. It's just that I'm no expert when it comes to this so it's easier for me to handle a sledgehammer than a surgical knife.