Depends, i think it is ok to get a sense for room layouts and such things but your focus always should be on the gameplay side. The main problem we have found with maps that follow certain real life blueprints was that people tend to explore everything (which is good). But this can lead them either off track or make them overthink certain things, which in turn can kill any established pace or in the worst case can stop them from playing any further. It is tricky, whenever you use a blueprint make sure you can still lead the player through it without too much dead ends where the player has to run back.
A really comprehensive list of information about level-design can be found over here:
http://www.worldofleveldesign.com/articles.php#leveldesigntuts