Hey, I checked out your map. There is just a problem with the concept of dungeon maps and the battle server, because cavalry and archers basically just GTX. Dungeon maps are extremely infantry focused and just not fun, or even impossible to play for some other classes. My job as a scene manager is doing all I can to improve the cRPG experience for everyone as much as I can using maps, and closed dungeon maps do not fit in there, at least not on battle. We do have Iron Mine in the rotation, which has an open area around it and is quite playable as cav, but that is as far as I am willing to go.
I had a look anyway and it is quite well made. Liked some of the visual touches you did with some day light coming in and the balcony. The well of doom is cool as well, but maybe wouldn't pose much of a danger at all in its current location. There are some additional problems though besides the concept of a dungeon map not really working for battle. The map is very complex, with lots of corridors and height levels. People would simply get lost, especially because the corridors all look a like. Rounds would take ages because people would circle eachother or hide. Lots of dead end rooms and corners. Now this is just a thing with building props in Warband in general, they often have one entrance. Which makes them quite risky to use in a battle map, because you're going to see XP barn things. Or maulers camping causing very long and boring rounds.
You generally want a battle round to consist of as much fighting as you can, and as little walking or being lost as you can. Both for general gameplay and the people that died early and are waiting. To achieve this you want to keep battle maps fairly straightforward, you should be able to find the enemy quite easily. Avoid creating camping spots by always having multiple entrances.
I hope this doesn't put you off mapping more, scene management will try to be more responsive to new submissions so if you decide to have another go at it, it might see the light of the server a lot quicker than before. If you are planning to incorporate dungeon corridors in a map, it is vital that it is combined with more open areas, so partly indoor and partly outdoor to prevent people quitting because they cant play the map.