Welcome to the forums! I like your maps and you use the default style, which I think is great hehe.
In both maps I thought that there are some scenerys that are set to back when should be middle (most often example is grass). Some that are really important to be set to middle are the ones that have colliders with it. To help you to fix that, in Polyworks you can click in View -> Show Scenery Layers
Man both of your maps are all white polys, guess the multitexture soften that, but you really should start practicing coloring/shading your polys
about Guerrilla:
It's nice you you used basic multitexture skills and made a nice effect.
Although you did some overlapping, the flag areas are really buggy. You should bury the edges of each poly deeper on the ground, that way they will be away from the soldier.
There are some parts in the border of the map that are not right. The place of the scenery in PW are not an exact match of what appears on soldat, you for this border stuff you can leave a margin (overlap a little). I gave only 2 examples on the attachements, there are other
Finally: wtf are those OPC (only players collide) polys under the watch towers? remove them plz
about Slog:
this seems very good gameplay-wise. Seriously, you have something here
The thing that I felt wrong on this map was the speed of light middle route. It's too direct, the map will become grab 'n cap. I would close the house (see attachment).
Don't put a spawn together with the flag, because it makes a messy flag area with lots of spawnkilling. Put that one together with the other, or in the roof of the spawnplace.
Some minor details:
the death pit really need some reddish coloring. I saw you putted some barbwire there, but it's not enough. RED!
In this map the lack of shading was more visible. You should practice that
Good job! keep mapping