If you know the basics of hammer, and you already know your map's layout, but dont know how to detail it, the first step for beginners is to make the map and hallway in the PTI editor and then start editing/modifying that.
First to retexture it
Then you can add details, change the walls, make some hole (if you want destroyed/decayed style).
Then add some model, squarebeam
Then add some vegetation. For these, you should pick and remember your favorite models, so you dont need to browse thru all the models in the modelbrowser to find certain elements
Then add/tweak lighting
Then if you are not happy with the detailing or want more, add extra brushwork, add extra holes, broken parts, some visible bts area behind the holes, more vegetation, until it feels right (lots recompiling and checking ingame)
If its a clean style, then no vegetation, but more bts light pro and robotic arms, maybe some rope etc...
and at the end, tweak the lighting even more, and then optimize the area (converting some brush to func_detail, but thats the last step it not affects the visibility
Choosing the right textures also a big plus. PLus keeping/applying the same same stile and same level of detail to the rest of the map.
Later when you get used to mapping, you can skip some step, Can skip PTI editor, you can even start with "detailing", not just a simple hallway or testroom, and its enough to add lights at the end.
But first make sure that the puzle elements are working, because its harder to modify a detailed map, to rearrange puzzles or put things elsewhere and thus changing the layout.
Check maps that you liked to play, "steal" some desing and style ideas or create your own style.