Stating my personal opinion about each of your maps. Please remember it is just opinions, not claiming that anything of it is objective or true, it is all my (biased) observations!
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Celtic RuinsIt's a great map, since there are enough entrances to make it challenging. It's good for team players who like shieldwalls, and also lone wolfs get there share since they can charge out to the two meadows, flank at the left or right tower passage, or use the corridor with the one idle ballista. The spawns are close enough and no bots get stuck, so you rarely end up waiting for the last kill and getting bored.
City RevoltI feel like the meadow spawn behind the river could be closer to the town, but otherwise, the map is perfect for similar reasons as the previous map.
Desert RuinsPlayable with 25+ players. If there are less, you keep chasing stray cavalry bots for several minutes and it is impossible to send players close to all spawns. Since the map is large and the spawns are all far from the center in different directions, it's a lot of running around risking that one line is undefended at the next wave, or idle waiting. I appreciate the artistic value of this map, but the layout make the gameplay with few players a pain. This is not one of my favorites.
Grey HavensGiven the rapidly dwindling server population when this map pops up, I think the majority of players does not like it. I consider myself one of them, because the landing stage is too long and bots get stuck there, the left spawn is too far away and too hard to reach to kill the bots quickly, and the gate makes finishing this map in short and intense fights even harder, because the nature of the other spawns makes them top priority, so that the gate spawn is the last being dealt with, whenever less than 25 players are online. Playing this map feels like a train trip on blocked railroads.
Please make it easier to reach the landing bridge without taking damage from falling, move the left spawn closer to V, and find a solution that the gate does not become an annoying bottleneck when few players are online. Maybe remove the gate spawn completely and make the other spawns closer/easier to reach.
Lichens IslandThis map has an amazing layout, and I love that ranged players have the chance to cover all entrances from the roof above V. It is a lot of fun to pew pew there. Lone wolf melee players enjoy the beach and the gate, teamplayers get the side door. However, it would not hurt to move all the spawns closer, too. The beach spawn just a bit, the spawns around the gatehouse and next to the side door should be significantly closer. The side door is easy to block within some seconds after the map starts, and the gate is closed anyways, so the bots should not have to run all the way to reach it. The only spawn that could make this map unbalanced if you moved it closer to V is the beach spawn, because beach cannot be handled by just a few guys. This is why I suggest to move it closer as well, but not as much as the other spawns. After doing this, the map will be more intense and interesting to play, and waiting time will be reduced once more. Despite these minor (but imho necessary) improvements, the map is really nice and fun. Good job
Mein BridgeNot everyone likes it, but I do. Good mix of teamwork, lonewolfing and ranged fighting opportunities, again. Just peasants getting stuck half-way down on the cliff are sometimes annoying, but it rarely happens.
Motte & BaileyGreat map, I love it very much. It is challenging because you never reach the gate at the bridge before the bots of the first wave do, so there is fights that feels a bit like the street skirmishes in Vengard, the capital city in Gothic III (really great game in case you did not play it). All these bots hit your wide-spread teammates trying to reach the gate and blocking it, and they usually hit like a truck
It is so much fun, and the reward is wonderful and well-deserved, because getting good exp/gold once the gate is blocked is pretty much set.
Viking VillagePlease make the meadows smaller and the spawns closer. The bots which get stuck very often in the houses on the ladders piss me off, but it wouldn't be that much trouble if they spawned closer and the rounds were faster overall. What kills the fun of DTV is usually that one bot or bot group that has to be taken care of after 99.9% of the hard fight is over. If you can minimize this on all the maps I observed it on, your on average good maps become very good maps.
Sankyu for all your efforts, you did a great job overall!