Bland texturing, almost no doodad work, almost sloppy looking terraining, imported models just thrown in with no object editing done to them (i.e. why is the medium tank twice the size as the mammoth?), wether scaling value or Z-point projecting editing....
I'm seeing this same consistancy in all your maps. I seriously think you should focus more on quality then quantity. Open some Blizzard maps and examine how they do their terrain and mimic their texturing methods and doodad placements. I noticed you tried to make the "hourglass" Renegade map, but you missed out on many of the major features. No main hill to climb? Even 2 secs with the raise/lower tool could fix that. No tunnel? Some easy triggers could do that. No waterfalls that were the characteristic hiding spots in the past? No rocks that were the obstacles for tanks? No walls to run on top of at the bases? Due to the severe lach of textures used, you could have easily changed the tileset and put in one of the cityscape tiles to make the airfield. You could have also at least made an invulnerable plane fly by every time NOD purchased something. There was NONE of that done, is otherwise very easy things to do. Try to make stuff look like the actual game! There are plenty of obylisk unit/doodads that could have made a much better NOD obylisk then a protoss photon cannon. All the buildings are tiny, whereas in the real game they tower over you. Play with the object editor some...it looks like you never touch it in any of your maps.
I agree, this map, as well as all your others, need an immense ammount of work.
-VGsatomi