(Sorry for the delay! I don't check these forums very often. Also, to whoever that was on the last page my ID is 523.)
Okay so I don't really want to make this a huge essay-post but you seem like a pretty nice guy and worth the time.
I was more speaking of architectural elements rather than style; given that this is a skyscraper, you don't have enough of a build yet for me to really judge its style. I'm talking about architectural elements as in basic features of the design. The most major of these is the jutting, diagonally-topped bits which frame the door. These look to rise inwards at a 45-degree angle. However, you don't seem (as of yet) to have any other 45-degree rises in the build. This makes the element unique, and makes it stick out; without the creation of similar features to balance out these angles and integrate them into the proportions of the build, this element will continue to stick out and look awkward.
Basically it comes down to having a sense of balance and proportion as you build upward, being sure to juggle the elements of the build that make up its style. The giant gradiated triangle (which, by the way, I would lose - personally I think this element would work better in a single shade, although if you want to gradate the whole build like that then be my guest) created by these verticals is a very, very bold choice, and without using it as a theme throughout the build it looks like a caricature.
Other elements you've got going on are:
- as you pointed out, the black horizontal bars within the facade. The proportions between them, while odd, I think are workable; once again though, you'll have to preserve those proportions and be able to replicate them in various sizes and in a creative manner throughout the build.
- those big gray 72-degree ramps going up the sides. Personally I would kill these - although mixing angles in a build isn't necessarily a bad thing, your build sofar is made up of very bold choices, and these bold choices make the two elements clash very strongly. You seem like a good builder in terms of technical skill, but I don't think you're capable of the grace needed to pull this one off just yet. Don't take that as a bash though - I'm struggling with a similar problem with window design in one of my more recent builds.
- the windows (obviously) but you are changing these already.
- the detailing above the door is far greater than the detail in the surrounding building. Once again though you don't have enough height for me to be able to tell what you're going to do with this. I hope that you can integrate it further upward as the build tapers to give an illusion of further height. You can probably use it like a pediment at the floor-level of a balcony, for instance.
- the claw-type bit above the door detailing. Like I said, I walked by the Chrysler building every day, so I understand and appreciate what you're doing with this. I feel that you've made it overwhelmingly large though, given the build, and I think you're going to have a really tough time pulling off such a bold choice. Also, I'm not an academic, so don't quote me on this, but it seems to me that the doors on the Chrysler building are inset and done in such a way to allude to the heavy entrances of old gothic churches. Walking into the lobby's decidedly vertical and upward-oriented styling though the heavy black arch of the entrance has very much the same feeling as a European chapel: the same sort of entry into an organized, refined, ethereal, and decidedly otherworldly space.
- the giant white square which you've broken up using all the aforementioned elements. This includes most of the area of the build right now. Since this is a macro-element (not just meaning that it's big, but that it dictates the overall form of the build sofar) you have no choice but to work with it for the remainder of the build. This is actually probably your most glaring asthetic detractor right now, and unless you can find a way to work with it I suggest you scrap the build and start over.
There are a few things I could nitpick, but this is most of the major stuff. It's very late here (and I have to get up early) but if you would like I can do a quick sketch of how I'd execute the build. The elements you have aren't bad at all, you just don't have a lot of experience in managing them. It shows, but mastering proportion and elegance of design is ultimately far more important than technical brickwork, and I feel that given enough time you have the ability to do both. Good luck!
edit - for the record I'm really only going off that one shot and just realized that you have shots of the back, inside, etc. see me in-game if you want really exhaustive feedback although my life is kind of crazy right now and there's only so much knowledge that I can drop on a sucka before I get tired.