Regarding the first map, when I stock dungeons I tend to break them down into travel and accessibility zones. I often highlight the rooms and other areas that are secured by doors or other barriers. Since I have been working on maps that I expect to print in black & white, I tried a newer technique to highlight those areas by changing the wall thickness. While I’m not a big fan of the the overall look, I like that these rooms are noticeable.The second map on the other hand is nearly identical to the first with one architectural exception. Instead of a door in the eastern corridor from the first room, there is a stairwell leading deeper into the darkness that is accessible from the corridor leading from room #8.
You will also notice some cosmetic differences. I experimented with darkening the wall lines to contrast more with the crosshatching and less with the room wall. I like it a little better although it prints out a little too dark.
The other cosmetic difference is that I followed the steps that Matt Jackson outlined in How to Clean Up a Map using GIMP and Inkscape.
I highly recommend both that link and Step by Step Mapping for anyone interested in creating good-looking and functional maps in similar graphical styles to Matt, Dyson, and myself.
As always, feel free to use these maps in your personal game.