I'd agree with most comments (especially ck3D's ones which are most on point). Also, I've already given you quite some hints on Discord. One general thing I'd advise you would be to play (or at least look at screens) more maps by other people to get inspirations and ideas, as well as get familiar with "state of the art" design tricks. Of the top of my head, just play any city maps by ck3D or check his new topic with screens from his episode in the making.
Then going specifically by those screenshots, I'd say:
- Screen 1: Building with cinema sign has weirdly panned wall textures - the windows are cut in the upper part. Also, as I've already told you - maybe try adding some more details on the walls, so they don't look so monotone (flat sprites, for example different tapestries in windows with colorful palettes), also maybe a good idea would be to wrap the buildings around with some tiny sectors imitating a protruding part of roof.
- Screen 2: I'd suggest making the pavement a bit wider and perhaps a multiple of 512 build units, so the tiles look "even" - but that might be more of my own OCD here

- Screen 4: The basketball court looks quite cool. Maybe you could divide the little wall around it by joining inner and outer vertices, then flip the floor textures, so they form more naturally at the walls behind the baskets.
- Screen 7: The alien maskwalls used as a railing in disco are quite nice, but maybe add some sprites to neatly finish this railing off at the entrance on the scene. Also, since you're using cyclers there anyway and I assume you got lots of spare walls - why not break this room with diagonal lines for parts like "pizza slices" and tag the cyclers in a sequence around these slices, to create some really cool lighting effects there (and quite fitting to the disco ball)?
Oh and:
Quote
in a few days or more i might release the map, or maybe should i hold out for a full episode 1 release?
Maybe it would be a good idea to release it even in a WIP state so some people would play and give you more in-depth advice. It would be easier to fix just one map now, then going back map by map when you have whole episode ready and perhaps can help you get rid of some of the design flaws before you start making them again on next maps.
BTW
ck3D, on 17 November 2020 - 04:10 AM, said:
If it's the former then it's quite a superfluous investment of resources (but why not, and I don't think you even intend to come close to the wall limit in particular with this map), although on the other hand you could always apply different floor rise SE's to them if at some point of the progression you want to turn them into stairs and allow Duke to reach an upper area (would look surrealistic but nothing shocking in-universe, maybe for a secret, like an apartment on the fourth floor of that building on the right). I'm definitely using that idea myself now, lol.
Hahaha, you're really hooked up on that idea now, aren't you?