The sudden color contrasts (dark and light vertices touching each other) you deviated into after Glory for the other three maps is a bit weird. It's kind of funky how the left Glory bridge connects to the middle of the second boulder instead of the end; it seems as if the entire left rock should be dragged a bit more to the left so it's not as steep. I don't think it'd cause any gameplay problems as it is, but it just doesn't look right. Good atmosphere in Glory. Maybe add a few trees, or kind of give it a Krab-style element.
There is not much to convince me of the atmosphere in Ledonia—I should be able to see a map like that completely riddled with the cacti from grand_diablo's multitex. deathmatch map (yes, I forgot the name
). Ledonia is also too smooth-curving for manmade structures; if you want to put in harsh rough metal supports like that, the landscape should be blockier, like ctf_Chernobyl (but of course, being a desert, it'd make more sense to replace that scenery with dark-brown grass, tree4s, and other heat-ravaged vegetation). The shading also doesn't feel convincing enough as it is in say, the bottom of ctf_Zenieth (did you mean "Zenith"?); the bottom landscape is as dark as the middle, when it ought to be darker, which makes the weird patterned lights above stick more out-of-place.
Smuggle is a really interesting map, layout-wise! It even feels like a Boxo work to me. Good job; it's by far the best, though you might want to consider flattening the tip of the left peak just a bit (not as much as the right), to give players a calmer, more controlled foothold such as the top of ctf_Viet.
I think the columns in Zenieth detract from its true glory; if you remove them, or replace them with handmade columns like ctf_Run, it'd probably look better. (Its curved "underbelly" paths remind me of Boxo's ctf_Helia
Did you take that as inspiration? Good job replicating them! But I feel there are two too many for a nice plain CTF...)
You've been slowly but steadily improving from what I can tell