OK, I'll try to criticise these.
Let's start with Simulation.
What we have here is a test map, and it does a pretty good testing job, but it's nothing more than a test.
-The narrow maze thing hinders the fast-paced deathmatch
-The ladders' graphic isn't appropiate
-ARGH GOD WHY DOES ANYONE NEED A 1200 HIGH SECTOR
-There's a large number of independent and teleporter-connected places, which turns any deathmatch weird
-You can go out of the window
-The textures are monotonous(everywhere), look out of place(the ship) or are just plain missing(a pillar, the window)
-The map is absurdly large, which turns any deathmatch into some kind of a hide-and-seek game
-The clock-trees have no collision
-The music. Please, at least insert a chiptune track.
-I doubt the Homing Sniper area should have wind instead of conveyor belts
-The checkered design was kinda pointless
-Try adding the sectordamage types
-I see you use zero height sectors for walls. Try removing the unneeded sectors.
-Try using straight lines instead of curves
-The boat sector is huge and has lots of unused space.
-The deadly sector in the maze should have a warning it's dangerous
About the pillar:
Somewhy in Zandronum, if a single texture of a linedef is seen, it's always the middle one.
The school map has no point in my opinion. The classrooms and the corridors are bad fighting spaces, the tables offer a near-infinite amount of health.