We have most of the maps mentioned above in the archived dev build but as has already been said they would require a LOT of work to bring them up to standards. Some of the maps linked are simply too small (longinus_ambush_01a.jpg is actually TSA_Galuzza which is tiny) or are whitebox wishful thinking (ToA Coldsteel) and don't actually have any usable assets on them. The "buildings" shots listed are also either textured solids or really poorly performing assets that would be just as much work to bring up to standards, if not more than simply starting over.
Some of these early maps also have assets for which we cannot determine the exact provenience and therefore we cannot use them in officially released MWLL maps.
(loginus-atlas-comparison.jpg) is actually ToA_Scorched which is a map that I personally enjoyed playing on but was abandoned due to being too much like Extremity and the underlying game mode being heavily flawed. It also had a lot of assets on it that performed poorly. Might come back one day but no plans right now and it isn't my call, I defer to Wilson in this matter.
What the MWLL team really needs, and I mean REALLY BADLY, is a sub-team of dedicated Environmental Artists that can work quickly to model buildings, props, rocks, walls, vegetation, bridges, antenna arrays, rubble piles, debris fields, skyscrapers and shacks to CryEngine2 game-ready standards. All too often the artists that come knocking at our door for such a position have the best intentions, but once onboarded prefer the spotlight of the hero assets like 'Mechs and aerospace. The harsh truth is that MWLL will not ever have an urban combat map unless we can fill some art positions on the team with environmental artists. Crysis simply doesn't have stock assets that are suitable for a MW/BT urban theme and we cannot "borrow" assets for our project from other sources and still be considered a total conversion.