LOL - man, who taught u English? George W.? You're right though - that is one damn thick fence (gate, whatever) - it should prolly be 4 UU thick max. Also, Smokey, if you move the texture on it a few UU's to the left you will see that the planks line up with the holes, making it look slightly less bogus.
Other than that I would say beware of using building meshes from another map which are meant to be viewed at a distance other than what you have in mind for them. e.g. a building mesh which is meant to be in the distance in, say, Odessa, probably would be quite low poly and have a small texture for its skin and would look really crap close up. Conversely, using a building that is meant to be seen close up as a background feature of your map is squandering resources.
As it's a first map you may not want to worry about that kind of thing too much but you will find that appropriate use of textures and resources gives you more scope for adding stuff when your map nears completion.
You would also have to look out for baked in lighting on the building meshes. I don't know if any of the buildings on those maps use lighting effects which have been baked in (i.e. applied to the skin itself) before adding the mesh to the editor but, if they do, then you will find it difficult to get good-looking light effects on a different map.
Other than that it's looking promising. If you are just cut-&-pasting buildings because you want to focus more on getting the gameplay right then that is probably a very wise thing for a first map.