Press "F12" next time instead of using the console line. If that bind doesn't exist (yet), put the next line in your autoexec before starting up Sauerbraten:
bind "F12" ["screenshot"]
Now about the maps;
Package it into a "zip-file" instead, as it's one of the lines of the packaging-requirements on quadropolis (.rar used to be a trouble for mac-users).
The first map (scdm1), lacks or has been done oddly in the following things:
- Geometry, as you tried to create some kind of wall but it's not logical in it's existence at all. It's just an ugly square-shaped wall with some ground textures on the surface.
- Texturing, as the wall should carry a way more fitting texture. Also, using alpha material on a floor texture isn't a smart idea when it doesn't have a purpose.
- Light-sources, as some green light gets emitted out of nowhere. There isn't any explanation why the green light is existing.
- Clipping/noclipping. It doesn't have any sense at all, like you can't jump over the fences. There is some ammo putted behind it but somehow you really need to take that door which ends in a noclipped wall to grab the ammunition, very odd.
- Positioning entities, as they are just putted randomly. Ever heard of the command "entselsnap"? It's binded as shortkey by default on the "6" when your in edit-mode.
- Only 5 playerstarts in the entire map which are most of the time facing each other, really? Be sure to add at least 8 of them and don't let them face each other like it currently is.
Up to the next map (scdm2), which lacks more as the previous one:
- The geometry isn't great at all, it's just even more square.
- The texture is insanely bad, as only 3 textures has been used. Be sure to use at least an amount like 30 textures.
I won't go tell what's wrong about this map, as it's not worth my time actually. It just looks like a map which has been made in less than a minute.
And the last map (scdm3), which has a similar quality as the first map,
- Again, the map is way to square. The shapes of surfaces aren't matching, but "fighting" against each other instead. There are also a lot of geometry-errors in the pool. Don't use several gridsizes when you don't know what your doing.
- This map has some more textures, but not they aren't fitting their surfaces at all. Don't use a light-texture to cover up huge ceilings!
- You seems to have learned this time to learn about light-sources, but your still not able to create a certain atmosphere (which is 1 toughest jobs for mappers).
- Ever heard of adding velocity to teledests? It can be done by adding a "1" in the 3th slot of a teledest (like this "teledest 0 180 1"). It prevents camping on spawn-places a bit and increases the flow.
- Woohoo, you've added 7 playerstarts! Still a very small amount compared to the size of the map, so add like 12 playerstarts at least.
These are just a few points which could be improved.
I consider those maps as experimental maps, which shouldn't be posted on quadropolis. Go map some more, learn the basics at least and then reveal the result of some real map.
I won't give it anything higher than just 1 point at the moment.
P.S.
It's not the meaning around here to create a content (or merge contents) just because you've improved a particular map. Keep avoiding this to avoid clutter.