Your maps could use some work.
The lighting is incredibly simplistic, and there's little brushwork to speak of as a majority of your maps are populated by large amounts of static props with very basic geometry.
cs_snowshothttp://sierra.fpsbanana.com/ss/maps/124110a.jpgWhy is there snow all over the ground here? If there were cars driving around, wouldn't most of it have been plowed out of the way or melted revealing the ground underneath? Additionally, why is there a light on if it's sunny outside? Also, there is no external detail to speak of, it looks as if once you reach the top of the building in the screenshot all that's there is sky. A slanted roof or the tops of other buildings could help with detail.
http://sierra.fpsbanana.com/ss/maps/124110b.jpgThere's not much interesting here, some blocky curves with brushed based lights (use models for these) and a high lightmap scale for blocky blobs of light.
http://sierra.fpsbanana.com/ss/maps/124110c.jpgjust bad lighting again, with no contrast or shadows to speak of except for the single overdetailed dynamic one on the physics table underneath the earthquake detector thing (why would that be in an office anyway?). Hint: to make a physics/dynamic prop blend in with a bunch of static props, disable shadows on it and use a block light brush on it in the same general shape. The window on the left of the screenshot looks pretty bad too, it's using a standard tinted glass texture and is just stuck in the wall at the same width with no metal or concrete border around it.
http://sierra.fpsbanana.com/ss/maps/124110d.jpgSuper simple brushwork again with blocky lighting which is all the same color. Additionally, the lighting origin on the bathroom door prop is off, resulting in the door being fully lit when it's actually in a shadow. The sprite on top of the tree looks oversized and distorted, very goldsrc-like.
gg_crackshot_finalDo yourself a favor and never post anything in a portfolio that has a large amount of dev textures. It looks like you don't have the perseverance to make a map look good, instead being satisfied with making a bunch of walls and throwing in some point lights and spawns and calling it a day.
gg_crackoffice_final_awphttp://dog.fpsbanana.com/ss/maps/99532a.jpgEverything here is pretty plain, the textures are pretty monotone and the brushwork is pretty simple with a few static props thrown in. The light comong from the streetlamp feels far too diffuse and a strange yellow, and the spotlight coming from it is way too long. On the bottom left of the screenshot there's some brush based doors which don't even match the door frame size when they're closed, and inside there's a ramp with some nice tiling when some worn stairs or something would make a lot more sense.
http://dog.fpsbanana.com/ss/maps/99532b.jpgPretty plain with uniform lighting once again, there is no light prop in the far back of the screenshot or you set the fade distance too close, the cubicle walls are too low, and the textures on them are low resolution and dull.
http://www.fpsbanana.com/maps/screens/99532?img=http://dog.fpsbanana.com/ss/maps/99532a.jpgMore of the same, with the addition of the gravel texture on the roof being ridiculously low resolution.
Pretty much all of the crits for the above map apply to fy_crackoffice_final as well.
I don't mean to offend or discourage you. I think you've got the very basics, but you could still learn a whole lot more.
Right now we're pretty full on the level design and sound teams, we would have to see some truly outstanding work. You're probably also need to have additional skills too, such as the ability to make your own models or textures.
Wait for a lead to come by and give the official word though.