Well, I guess I'm going to do the impressions now because I'm bored and because I don't want to procrastinate like I did last time.
Yeti-Dome: Nokyard mentioned something ingame about two spots where you can get stuck, so I'm sure he'll elaborate on that. The only thing I noticed is that spawns can make you spawn in the middle of firefights or by a guy camping around. Though I don't know if that's because of how the spawning system is, with the size of the map affecting it even more.
Deluge: Getting it out of the way, it played a lot better than what Lookout ever did. Other than that, same issue with Yeti-Dome and really any other small map: spawns could spawn you in a fight or by a guy camping. Don't know if there's a way to fix that or not. Also, you need to add in more kill barriers at the bottom of the map.
Finally, the Hammer was way too powerful (but you already said you were going to replace and switch the weapons around).
Shoopy: The main issue with this is that the top grassy area was dominant, but everyone already commented on that, and you addressed that the next version would block that section off. I also felt like the middle walkway was kinda useless, since it didn't lead anywhere, and that the only area blue team could fight red team was at the one red structure in the corner. The problem with that, though, is that blue team was without cover at the bottom until we'd go up the ramps.
Symm Sixty-Six: Do I even have to comment on this? Really, I just hate headhunter, so I don't think I can say anything until spawns for other gametypes are set up.
Bereavement: I have to echo my statement from the last time we played this, and say that there needs to be ramps on the bottom of the ledges so that if you jetpack up beneath one you don't hit your head and die. Oh, and raise the kill ceiling higher so that the momentum from jetpacking to the top of the map doesn't mean a inevitable death.
Moonpool: Testing multiflag lead to the conclusion that one sided gametypes would be best for the map. As for how the bases (so red base, since that's the defending base in one sided gametypes) are set up, Red base is way too easy to defend. There's the two covered walkways which are grenade traps, and the bottom path which gets you closer to the ramp up to the flag stand. Someone (nokyard?) talked about how there's different ways to get to the flag, but they're basically all on the same plane. I'd maybe add a lift in the back of the bottom of the red base that lifts you up to the flag stand. Then, I'd cut out the inner window covers on the top walkway, so that grenades aren't so powerful and so that you don't have to dedicate yourself to that path.
Olympus: Jetpacking wasn't a problem like last time (other than the times I saw Nokyard on the pyramid pieces at the top of the bases), but it seemed like it was easier to camp the sniper towers with a shotgun/sniper combo. I dunno if it'd be possible to just put one shotgun on the map on one side of it and make it in a position where both teams could get it at the same time.
Other than that, it played really well.
Trapped: There's really only two big problems with Trapped: One, the entire map, but mostly the middle, was too open. That made warthogs have the ability to cause havok without any real way of taking them down. Two, how the top of the bases are set up are confusing. There's a lift to where the focus rifles are at, but you have to need a jetpack to get to the shade. Personally, I'd just block off the area with the shades completely and find a way to put a mancannon to the middle of the map, which would promote travel there. Though, there'd need to be cover there so that you wouldn't cannon yourself to a easy death.
Enforcer Factory: Personally, I didn't like where the stockpile areas were for each team. They were too easy to steal from (well, unless you dedicate your entire team to one like at the end), and the grid underneath them lead to flags sliding out of it. I'd move them to the far end of the base's walkway near each team's lift, or even in the lift dish.
Reliance: Other than the kill zones not being there, and not having even teams of correct sizes, it played pretty well. The attacking team could go along the left (from their base) path and sneak the bomb in by that way, or go in headlong. The middle wasn't too open, which lead to a few fun DMR fights. Though, I mostly lost those so..
One nitpick though, is that instead of using a capture plate for where the attackers plant the bomb, you used a flag stand. Most maps use the capture plate for assault, so you might want to switch the flag stand in for one.
And onto my maps:
Roost played really well for Slayer, but it seemed like once a team got in the lead, it was easy for them to keep it. The same teleporter and rock garden/strut art gallery complaints came up, which are already out (in thought) for Roost v3. Teleporters will be a tunnel leading to the window cover piece by the overshield, and the gardens will be further away from the window and will act more like cover like intended. Snipers were still on the map, mostly because I thought I took them out of v2.
I'm still debating if I should take out the circular ramp behind the base, or do what Ghaleon and Nokyard have suggested and push them in. If I take it out, I'll save myself two colosseum wall pieces, and a whole bunch of budget due to other block and wall pieces. BUT, then each team will have less area to spawn in (and I'll have less places to put flag/bomb away spawn areas at).
Aurora on the other hand was a disaster besides knowing that I know how to set up fireteam spawning zones. The problem with the map is that Montana really doesn't have that much flexibility when it comes to making a map there. When Aurora was still named Dawn, I had the attackers base pushed to the furthest end of the area, but trying to have drivable areas for vehicles ate up way too much of the budget, and right now I have only $400, and that's just with Invasion set up without any other gametypes and their weapons on the map.
As for phases, I think by pushing the attacker base back, there will be more space for the defending team to slow them down. Then, by putting the bomb points below and around the beam emitter base (like the first phases of Breakpoint, Spire, and Boneyard), the attackers will have a chance to actually plant it. Then from there I can see if the core -->bridge idea works, or if I'll have to push the capture plate towards Montana, or all the way back to the attacker base, OR even the bomb pickup point.
I think what I've learned so far from the Dawn and Aurora games will help me make a much better version of the idea, which to be honest, is one I've never really thought could work well.
Onto Roost v3, Aurora v2, and maybe a working Downpour...but to be honest I don't know what one I should focus on more. :/