Okay, here we go.
City Revolt: Please use barriers instead of only ai limiters. The placement seems to be alright. AI Meshes should be okay. SpawnPoint 1 could cause problems though. I suggest you move it a little closer to the town (or not if you do not want to, it's not a big deal really) but you definitely need to limit the AI there. Either place fences to lead them to the gate (with barriers though, so people cannot jump over them) or remove most of the AI Mesh on the field, because i see the bots just running to the wall instead and then getting stuck at the corner of the gate. Or make that corner part of the wall so there is no corner anymore, you'll think of something xD
Bridge needs AI meshes at spawn 1
Oh and the sally doors are nasty, too. Can only open them from one side, so once people are inside they have to walk around the whole place if they want to go back.
Mein Bridge: Again with the barriers/ai limiters. Basically, just stick to the barriers. They block both AI and players. Also block off any spots BEHIND the spawn of the bots, because between two waves there is usually plenty of time to look for spots to exploit the whole map, not just from the way of the spawnpoints to viscount. The only place you do not have to worry about invisble walls too much is around the viscount, because you can't really lure them away once they are close to him. Anyway, the spawn point on the back, make the entrance more like a V-shape, so bots do not get stuck on the rocks, just use the fence to do this. Players could also just jump on the rocks and bots wouldn't get up there, so moving the fence and the barriers removes that problem, too. That tiny bridge might cause trouble, too, if bots fall down and survive, but we'll just have to test that live.
Dat holy weapon rack, though. Haha xD
Motte and Bailey: Bridge needs meshes again. The house where you already put one wall, block it off completely, can still jump on there. The places next to the gate will cause trouble. Again, make it a v-shape or at least a line, because the players will definitely lure the bots next to the gate instead of through the gate, that shouldn't happen. General advice (which is especially a problem on this map), invisible walls need to be infront of the fences, covering them completely. If people jump on the fence and then fall towards the fence they can somehow circumvent them by glitching through. Noticed that first when i saw a completely bordered fence with some very high walls where people still got through.
Please turn the tower entrance so it faces towards the bot spawn. The gaps in the palisade should get closed, too. I couldn't manage to jump through them, but you know, some crpg players make miracles happen to exploit stuff^^
Viking Village:
Uff, 3 accessible houses. Seems to be alright, but i'm betting my ass that there will be problems =D
But we have a saying here in germany for that "Probieren geht über studieren", so we'll do that. Basically means you should test first before you study it too much, not quite sure if that exists in the english language^^
However, i don't see any problems with that one, we'll just have to see how the houses work out and what the big palisade wall will do to the bot behaviour.
Also, whatever changes you make, be sure to check the AI meshes right after them and edit them accordingly. Otherwise you might forget that if you move a bunch of props and then change the meshes =P
So yeah, once you fixed that stuff above they'll be ready for sum testin'.