Hello there, I'm Pik (Otherwise known as Dakutatoru / Braixen.) And I've made a set of maps and hopefully they're in good conditions. These maps are simple and surely are diverse to play on (I hope.) Feedback and Suggestions are a nice thing. I might be forgetting some other things to add on this...Sorry if I have forgotten.
FPS01 - Reconstructed Cavern
(http://i.imgur.com/UyapqLr.png)
FPS02 - Twilight Crossing
(http://i.imgur.com/c5N1JrC.png)
FPS03 - Chilling Sensation
(http://i.imgur.com/yL1FYk1.png)
FPS04 - Paw-sitive Ocean Ride
(http://i.imgur.com/2elk4xn.png)
FPS05 - An Angel's Dream
(http://i.imgur.com/Y4WDoEm.png)
FPS06 - Unrecognized Area
(http://i.imgur.com/K3IOq20.png)
Grab it here! (http://www.mediafire.com/download/w65u4e28ured0g6/FriendlyPackageSetMapsV1A.pk3//url)
Sorry this all took so long for me to get to, Pik.
First of all, let me just say that you've displayed great amounts of creativity in the making of these maps, which is something essential when mapping! There are quite a few concepts in this map pack that feel fresh and interesting, such as FPS02 being a ruined castle surrounded by a moat.
That said, I've looked at each of the maps, and this is what I have to say on each:
FPS01 - There's no shortage of varying architecture and different sights here! However, the map has quite a lot of areas, which might present a problem if trying to play a match seriously. Although I cannot really provide thing placement feedback because of this, keep in mind that weapons should generally be harder or easier to obtain depending on the layout. For example, since the map is this huge, Crystal Eye most likely shouldn't be on a cliff. There's also Eddie, who can potentially give a harder hitting weapon, right next to it in a spot that's easier to access.
I think I've told you this before, but you could most certainly split this map into two or even three maps. This is coming from the guy who made FloatingSportsPark (huge doesn't even begin to describe it, it makes the engine croak) as his first map, too. Alternatively, you could opt for choosing the best pieces and making a single map out of what you have. I can help with this if you decide to go through with it.
Thing placement aside, this area looks like a pretty good one.
(http://i.imgur.com/8qWP6Sd.png)
FPS02 - Ah yes, I'd say this is probably my favorite layout out of the pack. Although you have an interesting concept here that hasn't been tried before, there are a few things that hold it back.
(http://i.imgur.com/AcyB5Vn.png)
Most of the weapons in this map are close range ones. Thin about that in this layout is that there's a lot of open space that could take advantage of weaponry such as Gyro Attack. You could easily replace Magic Card with a distance weapon since the only advantage it has is MAYBE hitting people through the middle building, where there's enough space to stay away anyway. Blizzard Attack, Spread Drill and Thunder Beam are all good choices to replace the excess of close range weapons as well, which include Air Shooter, Flame Sword and Wave Burner.
(http://i.imgur.com/ZD17VBm.png)
Needle Cannon is a good choice for this layout, but it's generally a good idea to include a couple of small ammo pickups alongside weapons, especially if their surroundings are more or less this empty.
(http://i.imgur.com/ZSsJ6X3.png)
These pillars provide a way up, and while Fire Storm is an okay weapon at a distance, it's not okay to force players to pickup a weapon. That being said, there's plenty of weaponry in this map that can easily out-damage Fire Storm (including the easily accessible Noise Crush), so its use is probably not warranted. You could remove Fire Storm altogether without causing any harm to the weapon selection aside from my previous argument, and...
(http://i.imgur.com/8GtXWho.png)
Considering the insane damage output of Noise Crush, I usually treat it as I'd treat Ballade Cracker and other power weapons, requiring some effort to get. That's however, my opinion. You can leave it where it is and that's probably okay as well.
(http://i.imgur.com/SYEDB4F.png)
Problem with these ladders is that anybody who climbs them can easily fall down right after. The wall textures should also be adjusted so that the shadow part doesn't show. Just scroll the texture upwards by 32 or 64 units as needed.
(http://i.imgur.com/0vyBXd3.png)
Once up here there's not much to get other than Crystal Eye, which is not only redundant with Pharaoh Shot, but potentially more efficient (albeit remotely inside the building as it's really tall.) Party Ball is a box of chocolates, and considering the rest of the layout, there doesn't seem to be a need to go get it. Remember that if you make areas like these that are hard to get to, there needs to be more incentive than flat ground and two things. The grave-like hole that leads here felt odd and unexpected as well.
(http://i.imgur.com/BT5MHjc.png)
There's no need for this platform to be so tall as it just leads downwards immediately after. You could lower it by 32 or 64 units, or come up with another way to connect this inside part with the outside more efficiently.
(http://i.imgur.com/8zC9ye2.png)
Not much need to get this when Pharaoh Shot is available with little effort. In this layout, Flash Bomb will probably be most effective in the surrounding moat, and there's always Needle Cannon down there anyway.
(http://i.imgur.com/mDaSrqo.png)
This staircase was tough to jump up to, most likely because of the angles. You could easily have it be just two 64 steps, remove the ladder and have springs in the second step.
As one last suggestion, bump all of the brightness in the map to 255 just to see how it looks. If it's good, then it would be great if you kept it. I mean, seeing as KNDM04 is a thing, I can't really say it's bad but there's no harm in trying it out. The reason I retained the non full brightness in my map was because it just didn't feel as eerie with 255 brightness, so I understand.
FPS03 - This seems to be the smallest one in your pack. I think the layout is mostly enjoyable, but there are problems in a few areas so let's get to that.
(http://i.imgur.com/3McBi1C.png)
(http://i.imgur.com/I0v8wKS.png)
(http://i.imgur.com/txEe1Bt.png)
(http://i.imgur.com/yqta0nQ.png)
Going to be horribly blunt about this, but... MIND YOUR TEXTURE PLACEMENT AND USAGE! Generally, you want to avoid textures getting cut off, repeating nonsensically or not looking fitting as they are in these screenshots. I say this, because you have a potentially good layout that's held back in good part by visuals. Generally, when you make a map, it's a good thing to decide on a theme first (winter, volcano, etc.) then choose textures that harmonize with each other. The usage of these ones however is, for the lack of better wording, terrible. No big deal though, as you can always experiment with various textures before setting for a good combination.
(http://i.imgur.com/MxrErY4.png)
This cave seems to go downwards for the sake of going downwards, and the only thing of interest here is Magic Card. Looking at the rest of the layout, there's not much need to force players to do this. Simply raise the flooring by 96 or 128 units to help improve flow. Also, the set of stairs in the screenshot don't look consistent with run and jump steps one after the other, which can be confusing. Raising the floor should fix this issue as well, but if not, make sure it's either of a type of steps and not both.
(http://i.imgur.com/mDXcGXe.png)
(http://i.imgur.com/UAwLE6O.png)
Big health/ammo should never be this hard to get. You can make them as easy to get as their small counterparts as long as you can't get two big healths because they were close to each other. Proper distribution is all you need afterwards. One potential exception to this is when you have a power weapon in a platform and place a big health and ammo with it.
(http://i.imgur.com/uspmUCK.png)
You could lower the Arrow Buster platform to half the height of the W-tank one, add a ladder to that second platforms and switch both items with each other. This will players some time if they weren't after both things.
FPS04 - I can't say I've ever tried making a ship map before, but if I attempted it, I would probably find it difficult. There's no harm in trying any kind of concept, but the main problem with this map is that the upper deck is really devoid of layout and things.
(http://i.imgur.com/rzFbNtG.png)
To be honest, the only thing I could suggest here is to attempt to make a different kind of ship rather than one with a huge sail. Looking back at FMP, which had this same concept, it looked interesting but fell short due to the map being mostly flat. A mini cruiser ship sounds like something that could have various areas to keep it interesting, so long as it's not hotel-like. I know there has been a lot of negative comments about this map, but to be quite honest, the concept of a ship for deathmatch wasn't that good even in vanilla GvH where there's plenty of quality maps, so don't feel down about it.
(http://i.imgur.com/JDZEXqF.png)
On the other hand, I didn't really see any issues with the cargo area. Yarr~
FPS05 - I'll be honest here. I was afraid of the massive amount of pits in this map at first and thought it was going to be a deathtrap. Turns out that falling into the pit teleports players to areas in the map, which is all kinds of awesome. There's also ITEM TWO SURFINNNNNNG!!1 *cough*... Got that out of my system. It's hilariously fun in this map!
Here are some suggestions I wanted to make.
(http://i.imgur.com/QHib7OY.png)
I know that both textures look different because one is grass with flowers, while the other one is just grass, but it would probably look better if you used a Wood Man wall along with its Wood border here.
(http://i.imgur.com/CBUqZwi.png)
You don't really need to have these two in the same map, but it's not much of a problem. Up close however, Yamato out-damages Needle by far. The platform for Yamato Spear doesn't need to be so tall, by the way.
(http://i.imgur.com/15Uf1cl.png)
Since this is a high platform which only reachable by assist items, I'd remove the health as it might encourage camping.
(http://i.imgur.com/51zkl5r.png)
A great weapon to have in the map, but you really shouldn't force players to pick it up as they might have another strategy.
(http://i.imgur.com/JFmg5mR.png)
Leaf Shield could be rather powerful in this layout, but that's just me.
FPS06 - A shrine-like area surrounded by hallways? Not a bad concept, but you could have areas other than just hallways in the middle of those. Let's look at a few things here.
(http://i.imgur.com/6LOSAoD.png)
The problem with this area is that you have weapons oddly placed around it. You have things such as Water Balloon and Blizzard Attack requiring effort to get when they really shouldn't require effort, and then you have the dreaded Mirror Buster in the middle, which is easy to get. Tango and the W-Tank shouldn't be hard to get either, but they're up there with the E-Tank which is actually an okay item to require effort. It's important to keep usefulness VS effort in mind.
(http://i.imgur.com/Ns8eqyy.png)
You really don't want this to be easy to get, especially when players are pretty much limited to just Mirror Buster, Wave Burner and Mega Buster. On a side note, never use the same textures in both the floor and walls in the same sectors as it is hard to distinguish steps from walls even close up.
(http://i.imgur.com/eEe0H2l.png)
You have three ripping weapons one after the other, which is kind of redundant. I suggest you play around with weapon placement in your map at this point.
Welp, that's all I was able to notice. I hope all of it helps you improve!