The second screenshot: The lighting looks very bright and sharp. The way it reflects to the static obj. and entities is unpleasant. Try using a darker color for the box light/whatever it is that you have in there that makes the room bleed of light.
The third screenshot: That corner to the left looks pitch black, unless that's your purpose, otherwise you might want to put a point light there to make it look brighter.
Other than that, I think your rooms look good. Always remember to make your rooms look attractive. Some tips on how to do that:
Spoiler below!
- Put a lot of detail into it, although NEVER over clutter it. When you feel the room is detailed enough, you're done.
- Use custom position points a.k.a disable grid snapping (the magnet thingie) for more customization. If you have or plan on making a more destroyed/ruined room, you might as well use it. It'll really help you save some space and all in all it's very good to the eyes when you see nothing's in place as the grid goes.
- Do a good job at the lighting. This is very important because no matter how good your room looks, bizarre lighting can ruin everything. If you like things scarier, use a box light to light up a bigger area of your map as they're not really optimized for just one room as it's most likely to collide with the walls and make the walls bleed of light. Use darker colors. You may also want to use fog if you like (level fog which is located in Edit > Level Settings > Fog). Although if you use colors like blue, lower the alpha to 0.2 or something similar so that nobody will get annoyed by that. Many people hated the blue fog used in AMFP, so may that help you learn from it as if you go with using the level fog.
- Room layouts are a big part too. If you make a gigantic room with literally nothing in it but doors and windows, it's most likely that looks very plain and naked to the eye. Detail. DETAIL. Also in case you make larger halls, use main_hall.map from TDD as a reference since you're going with the castle look mostly.
- Don't forget that minor things are also important. Things like tile amount which I usually set to 0.75, 0.5 or 0.3. It all rather depends on the plane itself actually.
I don't usually write this much, for they're just a couple for tips I'd like to tell you so that you could find helpful.