Long time ago since some mappack has been released (as far as I remember).
Content
The screenshots could be some less pixelated. This probably happened when you resized the screenshot.
Excellent packaging and also the readme-files are fine.
Now let's judge them individually...
Dejablue
Theme
The theme isn't very clear to me. It seems like some kind of urbanic base in the mountains.
Texturing
The texturing could be improved. The textures which has been currently used, aren't fitting each other perfectly. It reminds me back to old maps like shadowed, thetowers, moonlite, etc.
Try to give it more a feeling like your really in some kind of base.
Geometry
The geometry can be improved greatly. The mountains are very straight, which isn't providing a realistic feeling. Observe maps like xenon, tempest or even urban_c so you get an idea how mountains should look like.
Lighting
The lighting seems to be not bad for a beginning mapper. The skybox is too white compared to the light the sun is emitting, or the light-entity is too colourful (in this case orange) compared to it's skybox. Try to compensate each other.
Detailing
There map still needs way more details, as there are only a very few.
Clipping/Noclipping
The map seems to be clipped pretty good, but the clip on the mountains has some "air-holes" in it.
I still would advice you to add a ceiling of clip, as you still are able to rocketjump over the wall of clip (by using the quaddamage).
Flow
The flow isn't that great yet. The roofs are just flat and because of that, pretty boring. This also counts for the rooms inside bases. Try to add more depth in them, by adding several heights from room to room.
There is 1 doorway which isn't flowing. Just make it a bit higher so you won't bump your head against the ceiling while jumping.
As your not that experience in mapping yet, I would recommend not to add dead ends. Even for very experienced mappers, 9/10 of the times, they kill the flow and gameplay. So always to to minimize the amount of dead ends and bottlenecks.
Gameplay
The map should have way more playerstarts, as 10 isn't enough for a capture map. Try to add at least 16, to have a more random gameplay.
Base 1 and base 3 are way too close to each other. If you captured base 3, it's a piece of cake capturing base 1 also, as you have plenty of cover while you can regenerate while you keep attacking base 1 (which you can't do a similar thing when havnig only base 1 because it has no cover at all).
A very similar problem has base 2 and base 4. While base 2 profits of having plenty of cover, base 4 has nothing at all.
This also counts for base 4 and base 5, so you really should provide more cover at bases. It would be senseless to be at a base when you get shot anyways. Just add something like a pile of boxes, broken walls, a fence, etc.
Morningbay
Theme
The theme seems to be very different as the previous map. It looks more space-like, while still giving the feeling were still on earth.
The watercolour isn't really fitting the rest of the map, as it's blue, while the rest is all brown or grey.
Texturing
The texturing in this map is way better. All textures seem to fit each other pretty good. There are some textures which aren't fitting their geometry, like the "blank02a" texture of Sock on the broken grate.
Geometry
The geometry also is better on this map. It's all done pretty efficient.
Lighting
The lighting seems to be fine, but not like something overwhelming great.
Detailing
There are more details in this map also. 1 Slight mistake, don't spam details, like you did with those boxes. Keep them unique, that's the power of details.
Clipping/Noclipping
Clipping/Noclipping seems to be fine.
Flow
The doorways of the building in the middle of the map aren't high enough, as you bump against every doorway while you jump.
This also counts for the doorway to a teleport.
Gameplay
The gameplay isn't that great yet.
There have been added way too many health. Ever wondered why armour is included in Sauerbraten? So people don't have to hunt for health all the time.
Replacing the GA on the boxes for a YA wouldn't be a bad idea, especially when you would put it even more in sight.
Neo_ffa
Theme
The map seems to be very artistic and a space-like touch. You could improve this space-like though by adding more details which fit to that.
Texturing
The texturing seems to be not bad, but not having much contrast. It's a lot of grey as far as the eye can reach.
Geometry
The geometry could be some more optimized. People can't reach the bottom surface of the map, so I would advice to skytexture such things (just, whenever a player can't see it from any angle, skytexture it). This can save some triangles and makes the map perform better.
Also, adding things like "neo_ffa" in the bottom of the map, pretty unnecessary as people get it when the map already is called "neo_ffa".
Lighting
The atmosphere is a bit odd. there are light entities which are just emitting light out of no-where, as no light-source has been added (like the "ik_htrimv_64c" texture).
Detailing
There have been added way more details on this map, but again, they are pretty repetitive.
Clipping/Noclipping
The map seems to be over-clipped. I get why you clipped the fences on the edge of the map, but it feels very unnecessary to clip the fences inside the map.
Flow
The flow isn't that great. There have been added plenty of cover for the gameplay, but there isn't much height at all. You can see your opponent in almost every situation, which kills the surprise effect.
Gameplay
You've added waypoints, but now I noticed they aren't covering all spots on the map. There are several areas where bots get stuck and don't know what to do.
There have been added too much pickups in this map. Like there are 4 pickups very close to each other on 1 side of the map. Try to keep the players have to search ammo, health and armour, instead of pumping them full. Else they could better play efficiency.
Overall
All maps seems to be not bad, but not great either. They all still have a long way to be called really finished. I'll rate 4/10 for now.