Some of the maps that you listed will most likely stay because they're challenge maps, unless Tobias or Brass wants to change the clues and map location for the item to collect
I'm gonna give my 2 cents about the maps you listed, green being keep, yellow on the fence of either keeping and removing, and red being remove it.
(If I didnt edit your opinion about the map, it's because I agree with it)
ttt_swanpark_final: I agree with the textures and everything, map was made sorta poorly (I try to not be super bias on maps and at least give constructive criticism, but this map is made terribly). Either the mapper should update the map, or something should be dealt with it.
ntg_scrubs - I wouldn't say it's too open, there is a few spots for traitors to fight, besides most people usually go into the building.
ttt_cluedo_b5 - No weapons or ammo outside of deagles. Hallways, which make the majority of the map, are too claustrophobic and connected for TTT, which means that once a T opens fire, 99.99% that there'll be an inno to witness it soon after
ttt_krusty_krab - Too open, non-existent verticality, downright impossible for Ts to act without getting spotted. By far the worst map from a gameplay perspective
ttt_ntgrooftops - I actually made rooftops remake, but that map also needs a lot of fixes to gameplay, like the many blade traps, broken reflections, and just a few errors when I updated it before.
ttt_starfish_island_v1_2 - Too open, too big, too horizontal. Just terrible
ttt_suburb_beta15a - forgot what map this is
ttt_urban_ruins_v1 - This map would actually be cool if there was no water on the map, but it's kinda meant to be played mostly on the roofs, swim in the water to get to another roof.
Questionable:
de_haunts - As long as you memorize the layout, it's actually very easy to get through the map. I think complex maps should exist as long as you put the time in playing and learning the map, a few rounds or map rotations and you'll get the hang of the map.
mcdonalds-mds - You know it's not gonna happen chief. Also its a challenge map.
ttt_albatross_fix - I don't think they're actual props, unless whoever made the elevators is really bad at making models. Elevators on maps are always going to break at some point, also some minigames rounds actually DELETE elevators making this map literally impossible if someone is camping at the top. I think everyone can agree it should be removed.
ttt_clocktown_v1_fix - same for everyone, but pretty minor reason for it to be removed, map is pretty playable.
ttt_cruise - I agree with you, but it's also a pretty popular map.
ttt_earth_2074_v4 - challenge map btw. It's a pretty ok map, good for sniping.
ttt_giant_daycare_v2 - meh map, thats all I have to say.
ttt_gunkanjima_v2 - The map actually looks really beautiful, it also has dynamic weather after a few minutes, but it is pretty poopy to play.
ttt_lazertag - Even more fog than gunkanjima, even more of an unrecognizable maze than gunkanjima, although you can see the center of the map to help orient yourself
ttt_luxework_b3 - forgot this map as well.
ttt_riverside_b3 - agreeable, it's a challenge map I think though.
ttt_slender_v2 - Yes, I hate both of the slender maps we have, dark maps are never good.
ttt_stargate_v3 - This map actually looks awesome, but yeah dimension crystal is important for smg and other weapons
ttt_sunday_street_b2fix - Somewhat kinda too open, most of the action revolves around the tower for that reason. Lacks polish. Also has the exploit that allows you to go under the map
ttt_trappycottage_b2 - I use the trap rooms as my landmarks, not too bad to learn.
If you want to download all the maps, you can go into my
Troubleshooting + Downloads thread and grab them.