Hmm.. I think the specular shine is good. Like, the reflectiveness. The theme and tiling works well too.
Well, things to consider:
1) The maps; specular/normal/height are auto generated from an image. That is almost never a good thing
As to why it isn't good: images contain a lot of noise, that noise might be dust, speckles, dirt etc. which doesn't have anything to do with the geometric height of the object displayed in the image. Consequently auto-generated maps will be noisy in places where they shouldn't be - and will not look 'good' (or as good as they can be).
2) 2048x2048 is too large
Use 1024x1024. Unless it's something of great importance, such as a character or a special object. Be mindful of the choice to use a 2048x2048.
3) Use .dds as texture files.
4) Don't be afraid to give the model more geometry, use more tris
You can work with up to ~600 tris for each object!
5) To help counteract No. 1, get into the habit of making high poly models - it's awesome! And will really help your work look a lot better in the end
Edit: 6) Specular maps are stored in the red channel. Gloss maps are stored in the green channel. So a specular map in amnesia is spec+gloss. Blue channel is black.
I'm trying to describe it here:
http://www.livestream.com/aciescreatestu...ec31d25235
I'm swedish so, not using perfect english.
Information on maps:
http://wiki.frictionalgames.com/hpl2/tut...loutsource
On a whole, good job! Take the above as tips rather than harsh criticisms. Keep on modeling and texturing!