I like the way you structured the map and for once, it actually looks like a guild house map.
Few things I could pick holes in would be the bank lockers being a bit clustered with only 1 square to move in and around them. The outer walls don't have any roof making it look very thin and paperish (which a lot of people do and it should be corrected as it makes the map look that much poorer.)
The area around the two staircases is wide, open and plain. The Candlestick around the cushions looks a bit out of sorts and the Barrell unit above the cushions again looks a bit out of sorts and I am not a huge fan of the bench. The flyers/banners with the monster faces on should be removed for something else.
It's your map however and if you like it the way it is, that's fine, I am simply offering you tips for what I'd consider improvement. Constructive criticsm.
One thing I do like about this is that you have shown you understand the importance of continuity with maps.
For example, with the main black tiled path leading up to the counter, if you cut the path one square inside from the edge of the counter on the right side, you have to do the same for the left side, or it just looks odd. Same goes for any map, be it by 3, 4, 5, it's very important to have those similarities for consistency.
Also, I know the map editor can be misleading (at first glance, I thought the carpeted area to the right was more squares x than the one to the left side) but they're both (I'm pretty sure) y:9 by x:7 and directly parallel. Both are the same which again is something that is so simple but so often overlooked. One square Y of wooden flooring between the black path and another on the opposite side by the edge of the map/the wall, on both sides. There are 8 squares x left of the counter, 8 squares x underneath the counter and 8 squares x right of the counter.
When everything is neatly structured like this, it means you can manage your map that much easier.
Tip? Continue like this. Make the base of your map first, then get your measurements right, add key objects after that then detail the map lastly and make alterations as and when needed/required.
Good luck
If you think things can't get worse, it's probably because you lack sufficient imagination.