I tested your map in solo mode.
First impressions were great with the detailed starting room and brilliantly working elevator. Then things went horribly went wrong when I literally came across a LAW before a single zombie! Don't give players super weapons like that, generally standard KFItemPickups are all is needed to make a map fun. In fact given that I didn't find LAWs scattered everywhere, I'm thinking maybe you only put it there to make testing more fun. Well it doesn't matter, moving on...
I liked the transition from office to labaratory, general detail and lighting is good enough, and I didn't come across any major issues there in the few rounds I played. I did feel like some of the areas were a bit uninspired, I can't describe it well other than to say that it felt like some hallways were really wide and without purpose. You could jazz them up a little with different lighting effects and obstacles if you want, but this isn't your biggest problem.
The main problem with this map is the lack of zombie spawns. There is practically no gameplay to be had, no kidding. Its good you decided to release this as beta because no joke half the maps that go final have serious zombie spawning/gameplay issues. I may just be an action junkie but no kidding my grandma could probably survive a round or two in the forgotten laboratory. You need zombie spawns all over your hallways like the official maps do. That way, the game will automatically spawn zeds relatively close to the players so that you don't have to go looking for the enemies. Ventilation shafts can spawn crawlers and stalkers.
The really large open area with the many many specimen tubes doesn't have the effect I think you wanted. I think you wanted to have so many tubes of quivering zombies for the shock value, but it is hard to take seriously because there are so many of them moving in perfect sync that you get the feeling they are an organised mob of entertainers putting on a show. Other than that, this area is fail because players can stand there in a football field sized room, taking down what few specs happen upon it before they get close enough to tell a clot from a siren. I can suggest two ways to fix this room:
1) Make it way, way smaller. Or put several walls dividers across it to divide it into smaller areas (can still be one big room but with dividers). Put zombie spawns in the newly partioned areas so that they will spawn even when players are in the general vacinity.
2) Kill the lights. Make it so you can't see a damn thing, other than your tubes of twitching specs. The advantage the player gains from having ample space is then sufficiently reduced by the fact they can't see targets from too far off. I quite like this idea because you could let off just enough light from your red tubes to illuminate zombies as they walk close to them. However I would still put more zombie spawns in, maybe an area of metal grating in the middle of the room could be ripped up with zombies jumping out in swarms!
In short, the map has potential but at the moment the gameplay is limited by not enough zombies or zombies spawning too far away, and the large, open, well lit area.
Oh and don't forget to add KfMusicTrigger before you post it as final!
P.S. since you missed the wave2 deadline, might as well take your time now and make it the best it can be. I'm in the same boat with KF-Dreamhouse, which I wanted to enter in the contest but couldn't bear to release it in present state.