The Grim Dealer - Heights -
I feel like this current version was a step backwards. The map has become even more linear than before, leading to fairly stale combat scenarios and repetitive tactics. The strongholds need a full makeover as well. The one in green is completely useless to hold and frustrating to play in. This is largely due to the fact that most approaches come from above. This leaves the Strongholds in Red and Blue as the only viable ones to hold, which leads to very linear hallway based combat. I think if you were to make the map more circular and less linear, you could improve the gameplay, Stronghold placement, and spawns.
Flying Shoe ILR - Aerie-
This map is playing surprisingly well without the Wasp, considering it was designed with it in mind first. My biggest complaint about the map in general at this point is that it seems to lack focused power positions. Everyone was sort of running around until they found enemy players, flushed them out, then continued running to find where they spawned. This made a lot of players try to slow the game down by finding safe locations to hide and lock down, such as the outer cliff on blue side, or the small cliff edge that overlooks the middle atrium. These areas have only two sightlines into them, and both are looking at 90 degree corners that players can easily hide behind. The other area that proved problematic was the cargo platform. Players out here would often get dominated by anyone on the towers above them, and have very few escape routes or ways to challenge the towers.
N3gat1veZer0 - Resolute-
We already went over some changes in forge, so I'll skip this one.
IMAROLLINGSTONE - URU-
The map is playing really well at this point, and I think only minor tweaks are needed at this point. The removal of the teleporters really helped the flow and predictability of the map. There's enough to the map to allow players to be creative in their movement, but it's simple enough to have a rough idea of where people are going to be at any given time. The Assault goals may need further testing, as I'm not entirely convinced they're in the best location right now, but that remains to be seen. Aside form that, just keep working on the small things like weapons, fringe sightlines, spawns, etc.
IMAROLLINGSTONE - Ring World-
I'm not sure how to feel about this one right now. The idea is really cool, and you definitely pulled off a unique atmosphere for a 4V4 map. However, I think the map may be a tad overscaled in some areas right now, leading to fairly stagnant gameplay. The biggest offender is the giant hill on the open side of the map. It's too easy to camp this area and watch a majority of the map for players, and then shut them down before they can even get close to you. This area, as well as the large cave adjacent to it, could be made smaller and more integrated into the center of the map. This would prevent players from camping one area, and allow you to remove/simplify some of the routes underneath it.
Brusky0086 - Marius-
I'm going to be honest, this map was a mess. First of all, everything was too dark to properly navigate. Many corners of the map were completely covered in shadows, making the the whole thing feel like a confusing maze. This wasn't helped by the size or porous nature of the map either. The game we played went to time because no one could find each other. I would go minutes at a time without seeing an enemy player. On top of all of this, the map was extremely homogeneous with no distinct landmarks or lighting direction for player orientation. Everything about this map lead to a very frustrating experience. The size, color, texture, theme, lighting, and layout all need to be rethought.