Being a composer myself, with high hopes of composing for videogames, I pay close attention to a game's music. That being said, you use many good tracks. Where they are from, I'm unsure, though a couple of them sound like heavy duty professional tracks. (i.e. the track played when you first teleport, and when you are in the abyss). About it, I think you could work on making your songs fit the setting in which they are placed a bit better.
For example; The abyss song is great, but that sounds like something that would play when you are in a decisive boss battle, or introducing the main antagonist in the game. When I think of going to the abyss, I expect music that's a lot less empty and filled with ... fervor, for lack of a better word.
Kind of like this -> Dark
Get rid of the water and birds and such, and then put a dark theme behind it. Based on your story, that is what I could see being played there.
Another thing; consistency. Your choice in music, like I said, is enjoyable. The next foreseeable problem is the inconsistency of the tracks. You have music of high quality (using the teleportation map music as an example), and yet you switch to a midi cover of the battle theme from FFXIII whenever you engage a minor enemy. Try to keep the music, as far as style and quality, as similar as possible.
One other thing - I'm not sure if you mean this, but whenever you switch maps, after going to the alien teleportation map, the abyss music plays no matter what other area you teleport to.Maps
I'd be lying if I sat here and told you I was an amazing mapper. Or even a little over decent. One thing I do realize, and I'm sure it has been said often, is your style of mapping. It is a bit confusing. Using the maps you have posted for example;
When the player is inside a building, it is hard to differ between what is the wall of the building, and what is the floor. It all kind of meshes into one another. I know that when I was in the dock home, what I assumed to be the wall or room had sacks of grain (or whatever is in the sacs) resting on them.
You could work on this by looking at how other people map, and using that to construct a style all your own. It really doesn't matter if other people don't like your style, as long as the player has no problem navigating your maps
. Commenting off of Kyriaki, I had a hard time navigating Hell too because the map is so big! You said you don't like maps that are small, but surely you understand detail is everything. It is very hard to make a map interesting, for one, when it is very large. That is more space you have to work with. One thing you could always do is make the expansive map like you have, and section it off, then copy and paste these small sections of the larger map into separate maps. That way, you have all the elements of your large map, but with far less hassle with lagging.
But again, it is all about how easily the player can navigate the map. Of course you want to make reaching the goal a challenge. What you don't want is for it to become a bore.
Secondly, the presentation and believability of what is going on in your maps. Taking the abyss map for example - You have a lot going on in this map that really don't make sense, and don't coincide well with other elements of the map. For example;
I understand the large black pit. Obviously the abyss. What I am confused about are things like the pyramids scattered throughout the scene. The craters that you have embedded in the earth; one being brown (which goes with majority of the earth/dirt tile you have used for the area), and then the random gray one, which I would see being used on a map that had stone or concrete floor tiles. Or the craters that are actually meant to be used for walls.
In your home - The pail of water, although you live in a volcano.
Yeah, you would think it is the small things that most people would overlook, but that is usually what draws the most attention. When people are able to pay attention to the fine details within their game, they are praised! ... Or otherwise criticized.
Thirdly - In the abyss (I guess an explanation will surface the further I get into the game), but the choice in animals to fight is very random. I am wondering why I am fighting a ghost knight, as well as a snake (that resembles a velociraptor) and random bees, and a jellyfish. That is more on eventing, but has a place within the subject of believability and map presentation. Just making sure everything flows together.