However I've changed my mind about the second map. I didn't think it was too dark, but I did think it was too big/confusing, and too reliant on water. But now that I've gone back and learned the second map, I like it! You don't have to spend long amounts of time in the water if you know what you're doing -- it just adds a bit of spice to the game. Placing the haste in one of the waterways, and putting some extra health and armor around the waterways, are good ideas.
The layout is neat. You really do have to spend a few minutes figuring it out, though. For example, the guy who posted below me says that he had a flag-to-flag time of 46 seconds. After learning the map, I can do it in 22 seconds, and that's without rocket jumping or haste.
A big problem with the second map is that the bots are seriously dumb. Sometimes one of them will stand in one place (especially in the center of the map) or bop around in little circles. And, of course, they don't know how to get the suspended quad.
It's a pity, because a 4-on-4 game with bots on pimap2 was actually pretty fun, even with some of the bots just standing around. And more active than you might guess, for a 4-on-4. The map probably plays even better with teams of 5 (or more?) although I haven't tried that yet.
Unfortunately, this is really too complicated to be thrown at people for LAN play, botplay is flawed, and most CTF maps (especially complex ones) will never catch on for online play. FooL is correct in that a truly "great map" would manage to have a nifty layout while still making it mostly intuitive. Still though the author made an interesting map here, so kudos for that. :-)
I guess I'll go ahead and rate the pack -- 4 for the first map, 8 for the second, average 6.