The theming of the map looks pretty good! And the soul sand valley biomes really adds to the atmosphere.
I got some few things to comment on that y'all could look into:
Base - Bomb Room: I feel the block choice here seems to be way too busy; all of these textures stretched across the room together doesn't look real pleasant to the eyes. The dripping particles from the crying obsidian also might slightly contribute to some FPS lag on more low-end computers. Changing to more simple/plain blocks could do the trick. Perhaps you could make the block choices like the first floor's, with some minor differences to give that extra variety. Below is a little screenie of what I'd do with it in one area—just to give some ideas:
Gameplay-wise: The narrowness of the room combined with the entrance with all the armor stands makes for a perfect archer fest. Some kind of wall or room separate where you only enter off from the sides would be good to prevent that. The vines ladder is really awkward for both entering and exiting. Honey blocks wouldn't really be needed in this case as you really take any fall damage when landing on the Hay Bales below. Personally I'd switch to small staircases, but If you want to keep this kind of entrance then changing the vines to actual ladders would be better since players will have trouble fighting in it due to hitboxes being inside the block.
Base - Entrance Area
I see y'all went for some this hospitality service vibe, and I dig it. Though, it doesn't really feel "hospitality-like" enough, if that makes sense. Some more decoration in the lobby area like some those little tree plants to find in actual lobbies, tables, and other things like a bell to ring for customer service would spruce up the place. Gameplay-wise, no comment.
Base - Hallways
Gonna be honest: Those rooms feel a bit cheesy for certain tactics. You could use one of them to trap people in with demo landmines and a warper camping inside for instance. A suggestion here would be to remove the doors and make the entrances a little bigger.
Base -
Bottom Floors
I notice a glaring gameplay issue here: When I go down the first set of stairs, I immediately thought of going down that hall with all the restrooms to enter the mines, but it's not. It's the map credits room in a dead-end. I only realized the entrance to the mines after I turned around and went all the way back from the credits room. Perhaps design the room so that the hallways are not in immediate view; making the staircases to the mines more visible; or an indicator that will make the player more likely to turn around would also really help. Or for a more significant change, you could perhaps swap the paths so that the current entrance to the mines is to the map credits room and the restroom leads to the new mines path.
Outside - Borders
The whole play area is actually a lot smaller than I thought, not to say if it's a bad thing or not though. Really like the huge log for the team base. All of it seems ok both gameplay and aesthetics. The only thing I really dislike is the borders—the mossy cobblestone wall looks very out-of-place, and the huge barrier wall can cause some issues when throwing enderpearls especially on a small map like this (Though I likely imagine the barriers are more like where you guys wanted to indicate the map borders to be and they're just placeholders—in which case ignore the last part of my comment). Maybe raise the terrain around the map so players will know
that's where the border is. You could maybe get creative with it by adding some thick wall of fungal plants or something to give that further indication.
OVERALL
Again, really like the theming, I just think there could be some more improvements in the areas I mentioned. For most of y'all this might be your first SnD map or at least the first in a long time—just keep improving it and I'm sure you'll make it look pretty great :)