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Immortal-D
11-04-2009, 06:37 PM
Will close Wednesday at 1900 Central Standard Time (conversion (http://www.timeanddate.com/worldclock/fixedtime.html?month=11&day=25&year=2009&hour=19&min=0&sec=0&p1=64))

At long last :) You can review the entire judgment process here; TF2M Annual Major Contest # 3 - TF2Maps.net (http://forums.tf2maps.net/showthread.php?t=7009).
There are 9 PLR maps and 7 CTF. The more you can rate the better, but the minimum requirements are:

You must vote on at least 5 PLR and 4 CTF maps for any of your votes to count.
Please try to provide a few sentences about each map explaining your ratings.
You may not rate your own map.

These are the categories that will be used, but the questions are just examples to get you thinking in the right direction.

1. Gameflow: Are signs properly used, and not overwhelming? Do the various pathways make sense? Are spawns timed properly to create battles in the right areas? Are travel times acceptable? Is there good use of playerclipping? (can't get to areas outside the map).
2. Balance: Do RED and BLU stand an even chance of winning the map? Is there a fair contest for each control point? Can each class hold their own in the map? Is any one overpowered or underpowered? Is there a good distribution of health and ammo kits?
3. Detailing: Is the map intricate and beautiful? Is there a high level of polish to the map?
4. Optimization: Is there any lag during major fights? Did the mapmaker spend time improving framerates? Were func_details, areaportals, hints properly implemented? (Note: a map would not be penalized for lacking one of these components if it runs well irregardless) Small factor: Did the mapmaker try to keep filesize reasonable- lightmap optimizations, etc?
5. Style: Does the map fit the style of TF2? Do the individual detailing choices make the map feel put together, or discordant? Is the environment visually pleasing?

Each category gets a score of between and 1 and 5.

1= novice
2
3
4
5= exceptional

The average for each voter will be calculated, then combined w/ the judges reviews to determine the winners. Good luck :)

A Boojum Snark
11-14-2009, 10:14 AM
Here we go, for real this time. Some revisions to the main post so do read them if you happened to read it before.

Here is a scoring template you can copy/paste to use, if you like. Don't forget you still need to do some overall comments in words.


|Flow|Balance|Detail|Optimization|Style
Animus|F|B|D|O|S
Bayou|F|B|D|O|S
HAARP|F|B|D|O|S
Panamint|F|B|D|O|S
Premuda|F|B|D|O|S
Slate|F|B|D|O|S
Snowdrift|F|B|D|O|S
Vector|F|B|D|O|S
Arctic|F|B|D|O|S
Cornfield|F|B|D|O|S
Highwind|F|B|D|O|S
Nightfall|F|B|D|O|S
Panic|F|B|D|O|S
Rollout|F|B|D|O|S
Scoville|F|B|D|O|S
Solitude|F|B|D|O|S

The Political Gamer
11-14-2009, 02:00 PM
Welp I am done with all the maps! When do we get cake? Or do we get pie. I love both as long as the pie is apple. :P

A/D CTF | Gameflow | Balance | Detaling | Optimization | Style | Comments
ctf_vector| 4 | 4 | 5 | 4 | 5 | This map looks and plays like a dream. I love the way you were able to capture the hydro theme in a dynamic way and still keep players on the right path. However, I would like to see a bit more optimization. I have a fairly decent rig and I was pulling 60 for most of the map but there were some part were I got about 45. But thats about all the criticism I can give.
ctf_haarp| 4 | 3 | 5 | 5 | 5 | Like Vector this map is very fun to play and very well optimized, I was able to pull and good 70FPS even in the high traffic spots. However, I do feel the map is tilted a bit too far in REDs favor.
ctf_bayou| 2 | 2 | 3 | 2 | 4 | This map has problems and a lot of them. Points 1 and 2 are reasonably fun and frantic but after that the map goes downhill. 3 is the worst, the tilted building is very disconcerting. 4 is not as bas but the long pathways take out any really fun. This also greatly affects the balance to RED's favor. Another thing you need to work on is optimization. I was pulling about 30 or less though most of the map. The first point being the worst. However, I do really dig the use of the swamp theme.
ctf_snowdrift| 3 | 2 | 3 | 5 | 4 | This map is fun be not without problems. Points 1-3 are a BLU steamroll and 4 is near impossible most of the time. Also the map looks kinda bland and flat with its textures and prop work. However, I was able to pull a good 60FPS so thats a big plus.
ctf_slate| 4 | 4 | 3 | 5 | 3 | Ice I mean Youme (heh heh) I have to say that this is your best map so far. Its very well optimized and its fun to play. But if I must give criticism its that the map looks kinda bland in some parts.
ctf_panamint| 3 | 3 | 2 | 5 | 1 | Shame this map was never fully detailed. However, its the only map so far were I get 80FPS most of the time. So props to you.
ctf_premuda| 4 | 4 | 5 | 5 | 3 | This is another great example of a A/D CTF map. Its both balanced and well optimized. However, I am not a really fan of the rain and the very strange rock/ground texture.
PLR Maps | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_scoville| 4 | 4 | 2 | 1 | 4 | Shame this map was never textured or optimized. However, it is still very fun too play and I can't get over how cool the big sun thing looks.
plr_solitude | 3 | 4 | 4 | 4 | 2 | This map came out of nowhere and blew me away. However, I found the last stage to be dull and lacking any real "epic" feel that other PLRs give. Another thing that bugged me is the lighting. It gave the map a very flat tone and made it harder to tell between RED and BLU.
plr_animus| 2 | 2 | 3 | 4 | 2 | Right off the bat stage 1 is F'ing huge! I mean come on, it cries for a size reduction. Stage 2 is better but with all the tracks running around people can't tell where the carts are going to be. And all the final stage bowls down to is who can push the cart faster. And like Beatz pointed out your detailing is very distracting and detracts from the gameplay.
plr_nightfall| 4 | 4 | 3 | 4 | 5 | This is one of the best PLRs I have ever seen. Its very nicely detailed and optimized. It is also very fun to play. However, I had to take off points because the last stage was all still in dev textures.
plr_rollout| N/A | N/A | N/A | N/A | N/A | I did not feel it was fair to review this map because I was never able to play the hole thing due to its server crashing bug.
plr_cornfield | 4 | 4 | 2 | 4 | 4 | I really had fun on this map. Its well optimized and detailed nicely... on the last stage anyway. Oh and I lol'd at the big gifts in the skybox. Oh and I love the carts as well.
plr_panic| 5 | 5 | 5 | 4 | 5 | This is an amazing PLR map. If I had to give some criticism its the that 2nd stage it a bit if'y but other then that the map is near perfect.
plr_artic| 2 | 2 | 2 | 5 | 3 | Right off the bat the dev textures are unfortunate. Also stage 2 is a bit too big. To make things worse stage 3 is ungodly massive and would take ages to any team to reach the end.
plr_highwind| 3 | 3 | 4 | 4 | 5 | I love how you made a map with a style other then dark or hydro. It really helps it stick out form the rest. However, the lack of any really goal it something that will be fixed in later versions.

Icarus
11-14-2009, 02:13 PM
Category|Rating
Gameflow|
Balance|
Detailing|
Optimization|
Style|


Ratings are subject to change until voting closes. I'll also be using a different table, since I want the authors to focus on their own maps and needs rather than compare with competitors. All-in-all a valiant effort by all entries! Good luck to everyone!

Vector
Category|Rating
Gameflow|n/a
Balance|n/a
Detailing|n/a
Optimization|n/a
Style|n/a

I cannot vote for this entry.

Snowdrift
Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|5
Style|4

Snowdrift has improved by so much since it was started. Your CPs are for the most part balanced now, and I have fun when the conditions are just right. More often though, BLU either steamrolls through, or get stalled at CP1, partly due to the lack of time to setup the vital sentries that prevent suicide caps (although they do still occasionally happen) as a result of the removal of blocking. Heavily sentry-centric, and a very restrictive final point makes snowdrift less multi-dimensional than it could have been. Detailing is solid, but repetitive. Some buildings seem to exist for no stylistic purpose at all. Overall, a solid entry, and a well-done alternative twist to the ADCTF genre.

Slate
Category|Rating
Gameflow|3
Balance|5
Detailing|4
Optimization|5
Style|4

A particularly well-done entry for it's goal. You tried to make a faster-paced A/D map, with weak sentry locations but short round times. I don't particularly like being on BLU on this map, it always feels like it's only seconds before overtime and you are punished severely if you are inattentive for just a moment. While it's balance is fine regarding defensive engineers, you give attacking engineers little chance to setup a forward shop. At times it is difficult to keep the much needed pressure on RED when you need to run on foot to the CP due to lack of teleporters. While I don't like your particular choice of theme, the more technical aspects of detailing were expertly done. I was wowed by the tarp over 3-1. All these locked doors that look like doors really irritate me, however. I hope you finish this map. I look forward to it.

Panamint
Category|Rating
Gameflow|3
Balance|4
Detailing|1
Optimization|5
Style|1

A very nice entry. The gameplay doesn't feel quite solid, especially for stage 2, but it's getting there. Sadly, you didn't have enough time to finish detailing your map, so I'm afraid I can't give you any points for that. You really need to find a replacement for 2-2 though, Using a clearly badlands prop is only going to work against you. It's no surprise that 2-2 is your weakest point. Enabling overtime could also cause problems for you. I love the intel, and I do enjoy the first and last stages. Keep working on it, buddy, it's worth it.

Premuda
Category|Rating
Gameflow|3
Balance|4
Detailing|4
Optimization|4
Style|3

There are so many aspects of Premuda that I find awkward. The extreme variation of heights, the bizarre displacement formations, and the lack of direction can get frustrating. This only seems to get worse as the map progresses. I used to get frequent drops in FPS but it isn't as bad now. What really irritates me here is the ridiculously inefficient filesize of 110MB. Stylistically, I find the visual environment very displeasing. The colours, contrasts, and shapes leave me consistently uneasy and uncomfortable. It's as if you've done everything I've tried to avoid. It's not as bad as I make it out to be here, as you can see by my ratings, but it leaves Premuda unable to excel at any particular category.

HAARP
Category|Rating
Gameflow|-
Balance|-
Detailing|-
Optimization|-
Style|-

I do not feel that I am able to objectively rate this entry.

Bayou
Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|2
Style|3

A bizarre but daring entry with the new swamp theme. There are it's awkward parts, both gameplay and detail-wise. Demomen were able to get on roofs they shouldn't, the confusing sign-ridden RED spawn, and areas that are way too dark. However, you get lots of points to trying something new with regards to the theme an (oh my god!) the mansion! Unfortunately, these come at a great cost, and optimization gets put in the sidelines. Gameflow seems to start and stop abruptly, and the last point always falls in the first few minutes. A worthy effort, I hope you have learned lots from this contest. I want to see what your ingenuity generates in the future.

___________________________________

Scoville
Category|Rating
Gameflow|4
Balance|4
Detailing|2
Optimization|1
Style|4

I really like this entry! It plays remarkably well, and I always have fun on it (whenever I'm not stuttering like a bitch). Stage 2 has this building next to spawn, it is so fun to play scout there. Stage 3, however, can get a little bit messy. I would recommend reducing the spawn time for the last stage like they did in Pipeline. Unfortunately, for all it's goodness, Scoville is plagued with bugs and issues which I am certain you know all too much about now. Detailing is good, but only wherever it existed, so sadly I cannot give you too many points in that area. Switching sides on map end is really irritating. All-in-all, an map filled to the brim with potential, but falls short for this contest iteration.

Solitude
Category|Rating
Gameflow|5
Balance|3
Detailing|5
Optimization|5
Style|4

Suddenly, a map! A great one! Out of nowhere Solitude storms in and shows to be a fierce competitor! I love the gameplay in solitude. The layout is fresh, unique, and innovative. The idea of dynamic stages, like your third should defiantly be expanded more. Regrettably, as fast as this map came onto the stage, it ended. The rounds are lightning fast --too fast. The detailing is commendable, but seems to have lost it's sense of purpose. Your buildings look seemingly random, and exist solely to be used as a battleground. Nevertheless, I expect this map to be in the top 3 PLRs.

Animus
Category|Rating
Gameflow|3
Balance|2
Detailing|4
Optimization|3
Style|2

Your stages are inconsistent. The first stage is massive. Rounds are very, very long, and the long walking distance isn't very enjoyable either. Then, for the next two stages, it seems to end as soon as it starts. Your third stage is so minuscule I am left to wonder what happened to your ambition. Detailing is nice and complete for the most part, but stylistically serves no purpose and leaves me scratching my head. You also have misaligned areaportals near your spawns.

Cornfield
Category|Rating
Gameflow|2
Balance|1
Detailing|2
Optimization|5
Style|3

It was very unfortunate how this map turned out. Detailing is largely incomplete. However, the areas that were finished was quite spectacular. I liked the ending, but I was unable to find what the purpose of it was. Both the lack of completeness and the game-crippling bug of the kissing carts on stage 2 severely impedes your progress, and I am unable to property assess your entry. This was one of the maps I was looking forward to, please continue your work on it, and finish it in the future.

Nightfall
Category|Rating
Gameflow|5
Balance|3
Detailing|3
Optimization|5
Style|4

I feel like I have been given so much freedom in this map. There are multiple ways to go about everything, each with their own ups and downs. I have fun on nightfall, but I don't like how much you give winning teams handicaps on the last stage. Slowing down the cart so the losing team can catch up did'nt make it exciting, but disappointing. I can't say that I like your anti-stalemate measures. Sometimes teams will just camp around the enemy cart knowing that their own cart would auto-roll to victory before the enemy's. I can't give you too much credit for detailing, as you're left 1 third of the map undetailed. Like many other PLR maps, nightfall seems to have no apparent purpose at the moment. It may change when you detail Stage 3.

Rollout
Category|Rating
Gameflow|1
Balance|3
Detailing|1
Optimization|5
Style|2

Not much to say about this one. Clearly, you did not finish it. Unfortunately, frequent crashes on this map has rendered it near-unplayable. You had a very interesting game mode, and I want you to continue developing it.

Highwind
Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|5
Style|4

I like this map. A refreshingly cheery theme, and I love the dungeon, and the windmills are awe-inspiring. Although I appreciate your daring to challenge what a payload race is, Highwind feels very unstructured, yet restricting. Without any specific set goal, rounds seem to last forever. Compounded with the fact that there are essentially only two ways into the enemy's side. You have the choice of taking your chances at the main hectic chamber where everyone else is, or taking your chances at the alternative, chokepoint dungeon. It all feels too restricting. I would strongly recommend you add another way through. Bugs like the broken scoring system will only hurt your map further, as well as the lop-sided item placement (You probably just forgot). This map has ways to go, but I can see it as a great success! Keep working at it, I love the concept.

Arctic
Category|Rating
Gameflow|4
Balance|5
Detailing|1
Optimization|5
Style|3

Looking back, I always have so much fun on this map. Multiple routes, varying heights, and interesting track paths all aid to make arctic a truly fun experience. However, your largest faults could be found on the last stage. You have such a large stage and so many areas that I would recommend you reduce the spawn times in this area to keep it interesting. I love the idea of the upper passage being a constant threat to cart pushers. Intriguing, arctic could have been so much more if you only had detailed it. Keep working on it!

Panic
Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|5
Style|5

Panic was my initial favorite for the contest, but I don't like several of the design choices you've made. Your first stage is perfectly fine, and I love the roller-coaster cart, no complaints here. Come the second stage, however, and it starts to come apart. Teams are all over the place here. There is often not much coordination here and too much ground to cover. Objects can be hidden within the rubble. Your last stage, although unique, is too extreme. The rate at which carts fall to the bottom is crazy fast. While perhaps exciting at times, it can be trying, frustrating, and ends the round much faster than what it should have been. It is much less a payload race here and more of a panicking mess. Like Nightfall, your anti-stalemate measures also seems unnecessary, even more so that I actually saw a team camp the enemy cart to win more than a couple of times. I have no major problems with the detailing, and I hope that you will finish this map soon!

Chaopsychochick
11-14-2009, 03:04 PM
A/D CTF

Vector: Played
Category|Rating
Gameflow|3
Balance|3
Detailing| 4
Optimization|5
Style| 5

Vector is absolutely gorgeous and personally I think it fits the TF2 theme perfectly. My biggest issue with it is the fact that there are so many choke points, and I feel that it slows down sometimes.

Snowdrift: Played
Category|Rating
Gameflow|5
Balance|4
Detailing|4
Optimization|5
Style|4

I really like the snow theme, and I think that having it all in a single stage really makes the map flow wonderfully.

Slate: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Panamint: Played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Premuda: Played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


HAARP: Played
Category|Rating
Gameflow|4
Balance|3
Detailing|4
Optimization|5
Style|4

I really like layout of each of the levels and they are a ton of fun. My only big complaint with the map is how easy it can be for RED, the map bottles up fairly badly especially for 3-2. Still, it is a ton of fun to play on.

Bayou: Can not rate
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A



PLR

Scoville: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Solitude: Played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Animus: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Cornfield: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Nightfall: Played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Rollout: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Highwind: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Arctic: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Panic: Played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A

grazr
11-14-2009, 03:11 PM
Reserved:

A/D CTF

Vector
Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|4
Style|4

This map didn't seem to anticipate the differing gameplay mechanics involved in the CTF A/D gamemode and followed some pre-existing trends in map creation that wern't necasserily complimentary to this mode. A lot of paths are quite narrow, to the point where only a single player could use an exit at a time (despite team clipping). The areas are quite small in addition and very cluttered with props. There's no denying how "pretty" this map is but i really feel like it was over killed, with so much detail there's an information overload and i continuelly feel like i'm gonna snag my balls on a chair or railing everytime i turn around, which is why i've only given it a 4 rather than a 5. More consideration on prop usage would be good. It could have benefited from a little research into existing A/D and how to improve on what currently exists, regardless of its ctf nature. Currently it reeplicates some of the existing A/D flaws and adds in ctf's own as well. the Optimisation on the other hand is fine, appropriate turns and corners, not too many windows. The style is quite accurate, it's certainly TF2 orientated although the hydro neutral theme kinda throws me off sometimes.

snowdrift
Category|Rating
Gameflow|3
Balance|2
Detailing|4
Optimization|4
Style|4

The map constantly stalemates after CP1, and i'm surprised this issue has not been addressed since early alpha. With only one direct route and a load of crates you have to jump up on infront of snipers, this area is too easily defendable; particularly as CP2 should be relatively easy to cap. Red is able to counter attack more effectively than Blu can attack as they have more ways to directly attack Blu than Blu has to attack Red, which doesn't make much sense. That said the rest of the map seems to remain well balanced from its alpha testing. All classes work equally well, which is a plus. Detailing is well done although sometimes a bit bland with some rooms given no real purpose; rooms seem to exist for the mere fact that a route must exist for gameplay purposes. Some good prop choices and detail work on the walls should fix this though. Otherwise the map fits the TF2 theme very well. The map has been well designed with vvis in mind, despite issues with custom precipitation 'lagging' the map in the past, it runs pretty smoothly now.

Bayou
Category|Rating
Gameflow|4
Balance|3
Detailing|2
Optimization|1
Style|3

The map was very well balanced besides the second to last point. The journey was too far for Blu here, even though i think we did get an advanced spawn; with several sentries occupying the highground at the CP with very small exits onto said highground made it nigh impossible to assault effectively. Optimisation was pretty horrific, ill consideration of windows and doorways allowed multiple areas to view other areas. If the map was more detailed we could have seen some serious complaints, but as it is, only comments on the high visibility distances and odd prop fade distances have been made (although i had no issue with prop fade distances myself). The map is pretty large which is possibly in part to its scale being pretty large as well. Besides props (which cohere to their own size/scale), the walls and floors were very thick and buildings felt unnatural. The uneven ground even made me feel dizzy once or twice when walking through windows or doorways or turning corners. The detailing was ok, and some scenes were quite interesting, but due the the overly large scale, odd texture choices and miss matched props i have had to mark it low.

Premuda
Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|3
Style|2

Each stage seemed to stay at the same difficulty, and there were no real size differences throughout the map; each pathway, combat area and CP building consisted of the same use of space, which was very boring (and frustrating as a player). It meant that it was never refreshing to enter a new area and there was no sense of progression, it all came across very samey. There was no real motivation to go one way or another as no real tactical advantage was achieved from going either way, which made attacks watered down and incoherent; Blu also always attacked from the middle ground with an instant handicap. A lot of corners, and excessive heights made demoman and sentries excessively overpowered. I also feel that when players get used to this map the tiny platforms and muddy tracks that flank and provide access the CP buildings will become inaccessible due to strong experienced defence setups IE pyro, demo and engi combo's (the death pits of doom don't exactly help rectify the increasing futility of assaulting one of these routes). This map also needs some signage, although i found my way around for the most part, it was difficult to see how to access the CP's; and one could not see or predict where one path would take them (if i'm impolite i'd call it a mess). Optimisation was ok, essentially built Gravelpit style, an arena with a central construction housing the CP; this setup was annoying for progressive A/D play, especially given the nature of the CP buildings and inability to flank from another area. Visibility of the CP icon is very important, and this map does not adhere to this TF2 gameplay element, and the CP plates were dark and unobvious despite being confined to their respective buildings.

Final notes: The map doesn't pull an accurate TF2 theme but its material usage means it inadvertantly comes pretty close. I struggle to find a particular map theme through all the orange lit mud and literally random buildings that litter the cliff faces until we reach the final CP, and generic (although very cool looking) base built into a cliff. Ground diplacements feel very sloppy, especially in the tunnels (although the cliffs are well done). The ambience didn't help visibility either and could do with some contrast. I feel like this map had so much potential but did not live up to that potential.

Slate
Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|5

I guess it's no surprise that this map ends up with full marks, despite how i can be so critical of "perfection". I guess we shouldn't have expected anything less from our resident Community The Kritzkrieg. So lets get through this part by part. Gameflow, an obvious understanding of A/D mechanics and the current flaws imposed by existing maps, official and unofficial alike. Reference from the original TFC mode is apparent be it intentional or subconsciously,as is evident with the flag start inside spawn element. Appropriate distancing, area dividing walls, routes, exits and area sizes, in combination with the extra space available in alternate paths compared to existing A/D maps (similar to Badwater's improved A/D design) gives this map brilliant flow. I would be tempted to give an extra 20-30 seconds on the first CP for the first 2 stages, but the Blu instant spawn rectifies any sentry nest bulwark scenario's. Which brings me to balance. Areas are medium to large with appropriate cover, whilst still allowing for static defences, i would like to see a little more minor cover on some outer cp's for snipers, but this is a moot issue. CP's provide a mixture of defencive scenario's reducing monotony and are well spaced apart, particularly the addition of 3 points on the last stage which is a key feature of payload A/D. Each class is well rounded and balanced. Detailing: There are some ledges (2) that i would expect to be able to get onto as they do not provide excessive advantages nor allow the player to see or get out of the map boundaries which was a bit of a throw off. But the detailing is superb. Detail areas are complete and unique and fit the theme. The 2nd cp in the last stage and beyond is a little neglected as well as a few building walls and base of said walls throughout the map inside the player area; but i find any excuse to not give a 5 in the grand scheme of the map to be pedantic at best. Especially with what appears to be the inclusion of custom models. Lighting is pleasent although there is a slight lack of contrast on the inside of buildings that could give a real kick to atmosphere and area transition (it's consistantly all very yellow). Optimisation has been considered via anticipation of the vvis process from the layout up. The map fits the TF2 theme perfectly, plain and simple, the buildings are accuaretly replicated, details, and custom models. This map simply ticks all the boxes despite the minor complaints of a perfectionist. I only wish the last CP was more climatic and 'epic'.

Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A



Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A



PLR

Panic
Category|Rating
Gameflow|3
Balance|4
Detailing|3
Optimization|2
Style|4

The ambience feels off. I feel the main problem is that there is a lack of contrast with the lighting. We all know darkness is bad, but i believe this map would benefit from darker shadows but more lights that would hopefully prevent too many dark corners. The TF2 theme is accurate enough but i feel there are a lot of misplaced props that don't belong in certain areas and a lot of uncomplimentary texture choices (a lot of wood mixed with concrete with no real cohesion). The inner skybox is very pleasent though. The areas are very open due to low buildings and walls with windows and doorways everywhere, each round feels like a catacomb and although player pathways are restricted to a certain extent vvis has not been considered in map development despite the fact that at the moment, it runs ok on my above average system. Balance is fine, it's pretty symetrical, gameflow is fine, first stage is really enjoyable but it kinda goes downhill from there.

Final comments: The last stage doesn't make any sense, i can't see any story told by the map that lets me know how on earth the payload ends up on this slope from the previous stage.

Nightfall
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|4
Style|4

The first round is certainly the most balanced, and the most fun part about this stage is that either team can catch up when behind. The second stage however seems to always go to the last stages winner, but maybe this was just team stacking.. i don't know; in early alpha's i remember a lot of team scrambling. I tend to stick to the cart as a player (because no one else does) and while everyone's off fighting i cap the map on my own. I can't really tell if this is an imbalance because its more to do with the players themselves than the map. The second stage is a lot smaller i find (in general area sizes), besides the cross section at the slopes that is. After the teams fight each other at the cross section, most of my team seems to run off and intercept Red/Blu outside their spawn and the payload is capped with relative ease there after. A team that gets behind on this stage generally loses. The third stage is a difficult one to analyse, the payloads don't cross or really get close and so one simply hides behind the payload and caps it (The only time this hasn't worked was from a random crit catching me). I'm an objective man and playing payload generally means the job gets done when i'm around, my win loss on this map stands at around 14 wins to 3 losses so to say things are this way or that can be hard.

Detailing is excellent, the TF2 theme is spot on, excellent use of textures and props are appropriately utilised. I could make some pedantic comments about weird looking trims but with the inclusion of custom materials as well i can't really mark you down for it. My only gripe is that the spawns could have been more like spawns with a little spytech/shower room theme-age going on. Appropriate steps have been made for optimisation and the map plays fine on my system, even with the rain.

Arctic
Category|Rating
Gameflow|4
Balance|4
Detailing|2
Optimization|2
Style|3

A start has been made on detailing and the theme seems pretty accurate for initial attempts. I'm not sure the maps story fits with the TF2 universe but i can assume that Red/Blu are fighting to destroy a valuable weapon so that neither can acquire it, rather than attacking a nuetral party. The layout is interesting but gets progressively confusing, and at times the extent to which height advantages achieve is a little excessive. Without detail landmarks its confusing to remember ones location in relation to the payload, despite the existance of the track; although my intention is not to mark down for still being in DEV. There are a couple misalligned displacements. The first stage has a brilliant cross section, but the map doesn't really evolve in personality as it goes on and there's not much additional info to analyse without a visual theme. A lot of doors and windows that view through each other prevent efficient vvis capacity, something that should be addressed. The map was enjoyable in 8vs8ish we were losing players by the end of the gameday but i enjoyed the majority of this map.

Cornfield
Category|Rating
Gameflow|2
Balance|3
Detailing|2
Optimization|3
Style|3

The criss-crosses are fairly compact and has been an issue with a lot of early plr releases, having teams only able to assault such a position head on is partly a lack of imagination that causes game play to feel a little bland and monotonous, and emphasises team stacking. But in general the map plays fine. The map also suffers from a couple similar issues that Panamint does in a lot of windows, doors and corners make for a chaotic gameplay. If this map was further along with details i feel that props and other details could have been used to influence players direction and focus gameplay more than it currently does. There's not a whole load of attention in anticipation of vvis, and some sight lines are quite long (although hardly excessive), but the windows and doorways into everywhere don't exactly allow for the best performance setup, it's only that the map is not fully detailed that this has not become an issue. The sunset is gorgeous and i feel that when it is fully detailed it'll really compliment the map.

Highwind
Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|4
Style|3

The theme is interesting, the lower catacombs were very nice; although i feel despite the foreign location some attempts at cohering to a TF2 theme could still have been made, particularly by not having such uniform buildings. The style of the race was fun, i'm not sure whether the game setup/mode was truely forfilling the brief. I'll take its contest acceptance as a yes though. The map was fairly small for what it was and if a sentry went up in the central building it would cause a stalemate for several minutes. Its symmetry made it fairly balanced and for the most part i couldn't feel any class advantages. The side route got several complaints about how narrow it was, i didn't personally have an issue, but i would support it being enlarged and made a more significant part of the maps gameplay.

Solitude
Category|Rating
Gameflow|5
Balance|5
Detailing|4
Optimization|5
Style|4

A lot of effert is put into balance such as advancing gates, and being symmetrical plr it's hard to really mark below a 3 unless classes are not balanced. Gameflow is beautiful, although there is not a huge difference in area sizes between stages, the areas in general are good for 24vs24 play (a lot of space to breathe like in Badwater = good). Although the focus appears to be on mobile combat throughout the stages that's not to say the engineer doesn't have his place on the team. A 4 the detailing because the skybox is placeholder and not every area is perfect, but for a beta the fact it has one is good and the detail in accordance to map layout and theme is excellent, it was executed very well. Although i would like to see a few more scattered props as architecture is only a part of the detail catagory, i wanted to give a 5 but couldn't justify it fully, so a 4. This is not my favourite map but it scores very high anyway.

Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A



Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A



Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A

Void
11-14-2009, 03:21 PM
Vector

Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|4


A very experienced entry. With over 30 alphas underneath it's belt, it proves it was thoroughly tested. Though I don't necessarily like all the changes to the layout over the months, it still is a solid map. The detailing is a good spin on the Hydro theme, missing only over-the-top displacements. It clearly has a good sense of progression in the details as stages go along, though the finale feels slightly lacking due to the use of toolsblack. But then again, that's what it aimed for. It was a nice competitor on the CTF side of this contest.

HAARP

Category|Rating
Gameflow|4
Balance|3
Detailing|5
Optimization|5
Style|5


This entry went beyond expectations, and has become quite a favorite. It’s gameplay is nice, and the detailing is a nice use of the snow theme. While it does play out well throughout most of the map, the finale seems hard to capture at most points. Then again, that can be said for almost every A/D map out there, CTF or otherwise. It was nice to see it progress and it turned out to be quite the map.

Panic

Category|Rating
Gameflow|5
Balance|4
Detailing|4
Optimization|5
Style|5


This was one of my favorites from the start. It got better with age, to say the least. It’s gameplay is different, and in this case, different is good. It’s detailing it superb, and it feels like a completely new theme. I love the finale of this map, and those mad beats sure send off a nice party to the winners. At some times, respawn waves conflict with the final stage, sending an unaided cart into the Panic Pit, though that’s mostly due to an unco-operative or, in some cases, unlucky team. It’s definitely the prime competitor on the PLR side of this contest, truly deserving of a golf clap.
Panamint

Category|Rating
Gameflow|4
Balance|3
Detailing|2
Optimization|4
Style|3


This was an interesting entry. As Hanz said, it did take heavy influence from Badwater and Goldrush, and it shows. The detailing so far is okay, but it’s not finished, so I had to take a few points off. The detailing and style is very similar to Goldrush and Badwater, almost looking exactly like the two had made CTF love. It’s a good entry, but still needs a few polishes.

Bayou

Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|2
Style|4


Bayou was an interesting one. And a difficult one to judge. It makes for an interesting game, though it is quite open and large at points. It’s still a fun map to hop in and play, and it utilized the Swamp Theme well. It’s good considering it’s only Chao’s second-released map.

Nightfall

Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|5
Style|4


With so many varying Stage 3s, this one was odd to judge. It looks great from seeing what’s been done already, and I hope what’s unfinished will follow suit. It plays well and I can’t wait to see where Stage 3 will finally end up. Knowing Psy’s past, it should end up as quite the map.

Cornfield

Category|Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|4
Style|4


Ah yes, Cornfield. Lovely little Cornfield. What it lacks in actual Cornfields, it supplies in every other aspect. It’s detailing is superb as well as it’s gameplay. Although similar to Furnace Creek in style, it still stands out quite well and is a nice addition to this contest.

Solitude

Category|Rating
Gameflow|4
Balance|3
Detailing|4
Optimization|4
Style|4


Then came Solitude. Quiet for months, then bang. It’s back, and in a lovely beta. I can’t say too much about, as I’ve only played the final entry. It played well when I did though, although a bit quirky in balance. It looked pretty and used the Swamp Assets without being a true Swamp.

Animus

Category|Rating
Gameflow|3
Balance|3
Detailing|2
Optimization|3
Style|3


Oh, Animus. We have history, don’t we? It’s gameplay and balancing was overall average. It’s style and detailing tried too hard to push the TF2 theme to the limits, and ended up in the boundary waters. It’s a jumbled theme, it is. Nothing is clear about it, what with desert assets, pumpkins, water… it doesn’t add up. The whole “spiritual” thing doesn’t work well either. It doesn’t fit TF2.

__________________

Might do more reviews later. But these are mostly the maps I've played.

Owlruler
11-14-2009, 03:24 PM
I must say now that all my optimisation scores are based on whether I can actually play the map and my detail scores are based on areas that are detailed.

CTF Maps: | Gameflow | Balance | Detaling | Optimization | Style | Comments
ctf_vector | 4 | 5 | 5 | 4 | 5 | Possibly my favorite ctf map. I find that I can easily run around but a few lag spikes. The detailing is top notch and, well... it's Hydro style. I get a little lost if I use routes I don't always use but mainly it is balanced and easy to run around.
ctf_harrp | 5 | 4 | 5 | 3 | 5 | It's a shame that I can only run this map occasionally but due to the open arena, I just cannot run around some of the time. Despite this, it is a very polished map and really does fit the tf2 style. I can finnd my way around easily and I have only got lost once or twice. I feel that it is a bit too hard in some places but otherwise, quite fun.
ctf_bayou | N/A | N/A | 3 | 2 | 4 | Comments
ctf_snowdrift | N/A | N/A | 4 | 3 | 4 | Comments
ctf_slate | N/A | N/A | 4 | 4 | 5 | Comments
ctf_panamint | 4 | 4 | 3 | 5 | 3 | This is one of the few maps that I can actually play well on. I am quite sure of where I am going but I do get a bit confused every so often. I detailing is nice in the parts that you have finished. Most games are very even, but I do find that it is easier to hold 2-2 as red than 3-2.
ctf_premuda | N/A | N/A | 5| 2 | 4 | Comments
PLR Maps: | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_scoville | N/A | N/A | 4 | 2 | 4 | Comments
plr_solitude | N/A | N/A | 4 | 3 | 3 | Comments
plr_animus | N/A | N/A | 4 | 3 | 3 | Comments
plr_nightfall | 5 | 5 | 5 | 4 | 5 | My favorite out of all the plr_entries. It fits the tf2 theme very well and it's detailing is lush. The rounds were all polished and were usually very well balanced. I was certain about where I was going and health kits were well placed.
plr_rollout | 4 | 4 | 2 | 5 | 3 | Since it didn't really get tested and finished, I think I have been a bit generous. However, I do feel that the main focus in this map is the cart and players are directed towards it quite well. I qet quite good framerates and I think that is does feel 'tf2ish'.
plr_cornfield | 4 | 3 | 5 | 3 | 5 | Probably one of the best detailed maps in the contest. I do, however, find that I am consistantly getting low framerates. Players are, I feel, well directed towards the cart however I feel that once one team gets in front it is almost always a steamroll.
plr_panic | 5 | 4 | 5 | 4 | 5 | The games play well and are very often, quite balanced. The 3rd stage with it's constant rollback works well and the detailing it almost perfect. I don't lag too much and I find it quite easy to get around the map.
plr_artic | N/A | N/A | 3 | 4 | 4 | Comments
plr_highwind | N/A | N/A | 4 | 3 | 4 | Comments

Fearlezz
11-14-2009, 04:12 PM
Here:

CTF Maps: | Flow | Balance | Detail | Optimization | Style | Comments
ctf_haarp | 3 | 4 | 5 | 3 | 4 | This map is fantastic, great layout and design. Style and theme is also great, you executed the snow theme perfectly! However, it really lacks signs and gameflow. Together, it doesn't make a good result. Reason for why I put a 4 instead of 5 in style, is because you lack team colors, you really just use gray all over.
ctf_snowdrift | 3 | 4 | 3.5 | 4 | 3 | I think this map is great, but I think this map can go alot futher. Your optimization is excellent in the first part, but between the second and last part, it gets worse, thats why you got a 4.
ctf_slate | 4 | 3 | 3.5 | 4 | 4 | You nailed the sawmill theme/style, but I gave you a 4 because I feel that this map is very flat, otherwise the style is great. I think there is still some detailing work left to, but overall its nicely detail, but it can still be even better detailed without loosing too much good performance
ctf_premuda | 3.5 | 4 | 5 | 4 | 5 | This map is amazing, and you know it. You got a 5 on detail and style because you use brushes and models in a such amazing original way. Im very impressed with that, you use your resources so creative and put them out there in a new reasonable way. You got a 3.5 on flow because I think that in some stages the players are scattered around and there is no real front where the battle is held. And you would have gotten a 5 on optimization but I checked out the optimization when you sent me the vmf before and you use occluders like crazy, in places where you can use areaportals and/or hints instead. Unnecessary parts of the geometry is often being rendered. The fact that the map is 115MB big also pushed it down.
PLR Maps: | Flow | Balance | Detail | Optimization | Style | Comments
plr_solitude | 3 | 5 | 2.5 | 3 | 3 | This map is very nice. Optimization can be alot better, almost the whole map is rendered at the same time, even in rooms where you should have areaportals in the entries. I havent played much of this map, but every time that I have, the gameplay has been excellent, balance is great. The detailing is very poor, but your on the right track. You just need to add more to it. I feel that this map is all yellow, and thats why I gave you a 3 on style. It gets very old and almost irritating to me some times. Need some different colors in your map!
plr_nightfall | 5 | 3 | 5 | 3 | 4 | For me, this map looks like sawmill but the plr version, if you know what I mean. But its a great map, nothing wrong with it at all. Except optimization, which could be alot better, you need to fine tune that. You got a 3 on balance because the carts often stood still in some areas with the teams trying and trying to push through a sentry spot or something like that. Great map otherwise.
plr_cornfield | 3 | 4 | 3 | 2 | 4 | This map will be wonderful once detailed and optimized. You got a 3 on flow because I think in stage 1, there isnt enough focus for battles. A 2 on optimization because I really get low fps in stage 3, and this is ofcourse because of the amount of detail you have in stage 3.
plr_panic | 3 | 4 | 4 | 5 | 4 | I havent experienced any bad fps in this map what so ever, great work on optimization! Detail is great but in some areas you over use the same method of detailing. You got a 4 on style simply because while its really awesome and something new, it feels a bit too dark and dead.
plr_highwind | 3 | 3 | 3 | 4 | 2 | This is a interesting map. While the detail work is okay, but needs more work, the style doesn't attract me. But you did put alot of effort in it.

Muffin Man
11-14-2009, 04:14 PM
This text is just here so that the table doesn't get squashed by the Steam thingy to the right of this paragraph.

Map|Flow|Balance|Detail|Optim.|Style|Review
Animus|2|3|2|4|2|Well, I was hoping this would turn out good, but what ruins is the most is the flow and balance - each team is able to run the cart almost to the middle before meeting the other team in the first two stages, and when it's close to the capture, it's a really far walk there, without a lot of shortcuts. The last stage is just one long roll for whichever team manages to spawncamp the best, which is extremely disappointing. You had some cool soul/spooky theme going on, but right now I'm not quite sure where that went. I'm disappointed to see a good style now only represented by a rather good skybox texture and some pumpkins. I'm not won over by the detail either, which was obviously not worked a lot on, but you have used a bit of textures and attempted to create a theme, so let's give that a 3. I haven't noticed any notable performance issues, but some weird hall of mirror bug shows that something must be wrong, and you didn't spend enough time weeding out bugs like those.

Arctic|?|?|?|?|?|I'm sorry, but I haven't been able to play this map more than once some reason, I don't know why I've missed it. Unless I get to play it in the near future, I can't review it.

Bayou|3|4|3|5|3|If I were to pick a map to call decent, it would be this. It's by no means bad, but there's a lot of things to pick on. For instance, overtime harms the flow by being able to go on forever, and on that topic I think there are too many signs. Often, players need subtle cues which they can follow subconsciously, rather than forty signs on a wall, forcing them to stop and work out where to go. There is also a lot of potential for sentry camping, especially at the elevated B, but overall the balance isn't ruined by this. It's Dustbowl-ish in a good sense, and the difficulty ramps up well. I like the swamp theme, it's pretty cool to see some of the swamp pack being used in this contest! However, it's not easy to see what it all is supposed to be, as the map mostly consist of wooden structures. I'm not very fond of the tilted house, however neat it may look at first sight. I like the rocket, by the way. I haven't noticed any optimization issues.

Cornfield

HAARP|5|4|5|5|5|HAARP is among the top of the CTF maps. It really feels polished, and nearly finished. The flow is as good as it gets - get flag, go there, there is never any confusion or even doubt as to where I should go. The final points of stages 1 and 2 feel a tad too hard for BLU, bringing the balance down slightly, but on the whole it's very solid in that department. The theme is very cool, I love the mountain base theme, and the snow is used well. The finale is not too shabby either, I certainly feel the RED base coming closer as the amount of spytech architecture grows. I can't complain about the optimization either.

Highwind|4|4|4|5|3|This is very interesting because it goes on forever. It's a really small map with overall good design, but it's a little disappointing that the winning team gets no reward. I can't see Snipers doing much good here, and some areas seem a little spammy (especially the middle), but overall a small pack of fun. It looks good too, with a really neat stereotypically Dutch theme. I'd love to see more of this, although it is a little flat in terms of interesting things to look at, and it doesn't remind me much of TF2 either. No complaints about optimization.

Nightfall|4|4|4|5|3|Nightfall is one of my favorite PLR maps, which says a lot because I hate PLR. You've managed to make the first two stages fun to play, by ensuring bases have decent space inbetween them and overall balancing it very well for all classes. The last stage, though, is not fun in the least, encouraging spawncamping thanks the really close bases. It resembles Pipeline too much, which is no good thing. Still, though, flow and balance score high because the first two stages are so well designed. The map also looks very good, even though the last stage obviously doesn't contribute to that either. The style, rainy alpine, is something I really don't care much for, and the fact that there is little to no "hidden base" business going on makes it feel a little flat and boring in style. No complaints about performance, though!

Panamint|4|4|1|5|2|This is a fun map to play, I think you've done very well on flow and balance. What ruins it a little is overtime, which can give unjustified wins, as well as the fact that the intel spawns in unlogical locations. Some iffy balance, such as the first stage being a little hard for BLU, while the last feels too easy and anti-climatic. On the whole, though, quite solid. Obviously I'm not going to award any points in details for a couple of textured rooms, but you're gonna get +1 for the custom models and Gold Rush feeling. No complaints about optimization.

Panic|4|4|4|5|4|Panic is lovely, but let me get things in the right order. I find most games on this map very fun. Directions are very clear, and the side routes are well made and just exploitable anough. However, it looses a mark because, while the last stage is fantastically hectic and fun, retreat is never an option. There's no time to catch a break, which can lead to too much suicide and too few ubers. With this logic, balancing is also slightly flawed, but I must mention it's perfect on the first two stages. In terms of details, what's immediately striking is the orange-like lighting with sort of dark environments... yet they aren't too dark. You've done a good job with textures, but it feels like there aren't enough small details and objects, and the textures can blend together a bit. Altogether nice, though, and the cool openings definitely earn you points in style. There's no lag for me as far as I've seen.

Premuda

Rollout

Scoville|4|5|2|2|3|Scoville is the start of something very good, but it's unfortunaly a little behind schedule. I think you've got good flow and balance, although as is the case with most PLR maps, the final stage is kind of disappointing, mostly because the cart is so damn slow and the final stretch is way too tight and spammy. I enjoy the gameplay overall, though, as you've stuck with a good formula that works. The detailing is nice in the first stage, but it's obviously really far from being finished. The promising details aren't enough, but the fans, the snow and the sun definitely add to the style. Also worth noting, Scoville is the only map that made me lag - severely at points, but always a little. I don't think you did a good job with optimization.

Slate

Snowdrift|3|4|4|5|5|Playing this map is always fun, because each area is well designed, but what keeps it from scoring any higher in flow is the fact that BLU can often completely overwhelm RED with a couple of ninja caps, and often get to cap 3 before RED figures out what hit them. On the other hand, there are some huge sniper sightlines and potential for sentry camping, showing a little rusty balance and creating more bad flow. The details are great, though, I love the colors and textures, and it fits the TF2 style perfectly with some well-used spytech materials. Only thing worth mentioning is that some of the areas feel a little monotonous, especially around the 2nd-3rd captures. The map seems to run fine for me in terms of optimization.

Solitude|3|5|5|5|5|This map is another one among the best, but I can't score it perfectly because of the sort of unconventional layouts. While the second stage is well designed, with a good crossover and well defined bases, the same can't be said for the first and third stages. Their X-shaped layouts are very confusing, and while I can't stress enough how happy I am that you didn't make the third stage have a mutual goal, this always makes me unsure of where to go. I can't fault you on class balance, though, as every class seems to have a role here. Now, what makes me really like this map are the details. I'm a sucker for yellow-ish maps, and your skybox is great. It looks like a coast to me, which is certainly nice. Somehow, you've made a very different looking map without straying too far away from the TF2 style, which is very well done. No optimization issues for me, either.

Vector|5|4|5|5|5|You've acheieved a very good flow in this map. Every time I play this map it feels fun, because the spawn times are always acceptable, leading to fights taking place where I expect them, etc. The directions are very clear, and the use of no-flag signs is great! However, the last point feels a little overwhelming for BLU; RED seems to be able to get too far behind them to camp. The sudden shift in flag spawn rules by this point is also curious. The balance is good, but it seems to me that BLU has a sort of easy time winning in the first two stages, while the last point of the last stage is incredibly hard to win. It is, though, without a doubt the best looking map in this contest, nailing the Hydro theme perfectly, albeit just differently enough to make seem like a RED-operated base, not a neutral one. For this same reason, the style is as good as it gets. + for the finale too. The map seems to run well for me, no complaints.

Map|Flow|Balance|Detail|Optim.|Style|Review

Well done. (http://dl.dropbox.com/u/757189/hurrah26.wav)

Occlusion
11-14-2009, 04:20 PM
I'll update them as i play. Sorry about that.

|Flow|Balance|Detail|Optimization|Style
Animus|5|4|5|4|5
Arctic|3|4|5|3|4
Bayou|5|4|3|4|4
Cornfield|2|4|2|3|4
HAARP|5|2|4|5|4
Highwind|F|B|D|O|S
Nightfall|3|4|5|3|4
Panamint|F|B|D|O|S
Panic|F|B|D|O|S
Premuda|3|4|5|3|4
Rollout|5|4|5|4|3
Scoville|3|4|5|4|4
Slate|4|3|4|3|5
Snowdrift|F|B|D|O|S
Solitude|3|4|5|3|4
Vector|F|B|D|O|S

We are using a 5 point scale, not 10 point. Please revise your ratings. - ABS

Randdalf
11-14-2009, 04:26 PM
A/D CTF

Vector: Played
Category|Rating
Gameflow|4
Balance|5
Detailing|4
Optimization|5
Style|5

A fantastic looking map, one of the best detailed maps in the contest – it really feels like BLU are assaulting a hydroelectric plant, and the progression from simple wooden shack to spytech secrets is well executed. It's also one of the best maps gameplay wise, since the frustrating spamfests of b1, the map has improved greatly it's almost an entirely different map, and has been opened up a lot more. My only criticism is a few quirks in the detailing. Probably the most tested map in the entire contest, and definitely one of the potential winners.

Snowdrift: Played
Category|Rating
Gameflow|2
Balance|2
Detailing|3
Optimization|5
Style|4

Snowdrift has so much potential, but fails to execute in some areas. In particular, the controversial removal of area blocking from the capture system really doesn't work with Snowdrift's final two points, which are far too easy to cap compared to the first two. There are some layout issues as well, in particular the huge sniper line running through the first two points, and the cramped and underwhelming final point. The detailing starts of excellently, with fantastic out-of-bounds areas around the first spawn but slowly fades into repetition and anonymity, with most areas of the map being indistinguishable from others. That said, there's nothing bad-looking, per se, about the map, it's just a bit bland and lifeless. I personally don't like the pink/blue/purple (colourblind, cannot tell which it is) skybox, but I spend more time dodging snipers than I do looking at it.

Slate: Played
Category|Rating
Gameflow|5
Balance|5
Detailing|4
Optimization|5
Style|5

Slate, slate, slate, my personal favourite of the CTF section, closely followed by Haarp and Vector. I'm not going to lie, the timers on this map are controversial, but I think encouraging attack rather than mindless engineering AND discouraging mindless engineering works a treat and makes for the most enjoyable CTF experience in the entire contest. Youme's first foray into alpine detailing seems at first a little sparse on initial examination, but when the alpine forests surrounding the map is taken into account, everything seems to burst into life – the tapestry covering the 3-1 point is one of those stunning pieces of detailing we've come to know Youme for. Points have to be docked unfortunately, for the lacking visuals around the final point, but as a whole, Slate emulates the TF2 theme to a tee. Compared to the other entrants, the map's layout is entirely unique, favouring open spaces rather than cramped choke points (perhaps excepting 3-2), which works really well.

Panamint: Played
Category|Rating
Gameflow|2
Balance|2
Detailing|1
Optimization|5
Style|1

The only piece of real finished detailing in this map is the first spawn (I don't even really think the first spawn area is that detailed), so I can't give it higher than a 1. However, the map runs brilliantly, as you'd expect from a dev textured map, so it can't be knocked for that. If I had to describe Panamint in one word, it would be “meh.” It's a map I wouldn't opt to play if I had to, but if I had to I wouldn't mind. It's not brilliant but it's not bad. I feel it rather puts most of its eggs in one basket, with focus on the big and impressive (final point, flag, 2nd point), which leaves the rest of it worse for wear. Overtime, unlike in other maps, is a huge issue here, and MULTIPLE times I've seen the 1-2 point capped in overtime when the defenders have dilligently protected it for the entire round. The fact remains that you can stand on the flag pickup point and prevent the game from ending when the flag returns (this might also happen in other maps, but I've found it much more prominent here).

Premuda: Played
Category|Rating
Gameflow|3
Balance|3
Detailing|2
Optimization|4
Style|3

I'm sure Premuda plays well, but the fact remains I can't actually see what I'm doing in the map. Visually, the skybox is interesting and quite beautifully replicating, if perhaps a little too much, the skies around the Italian coastal village it aims to emulate. The light it casts however is a different story. It's like looking at a Rembrandt at a respectable art museum and then for some inexplicable reason having two knife-wielding ninjas abseil down from the ceiling and stab you repeatedly in the eyeballs. It does however, have one of the best explosions in the contest, and gains some merit for that, as well some pretty neat, if unnatural, displacement arches. Gameplay wise, it was more electric boogaloo than Thriller, the layout felt a little awkward and confusing (from what I could make out by squinting), and a lot of the time the height difference in battle arenas was extreme, it just wasn't that fun to play. Disclaimer: colourblindness.

HAARP: Played
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|5
Style|5

Vector's snowy soul brother, plays slower, but is slightly better looking – more refined. Several innovative ideas are executed in the map, such as a view of different rounds from your current one. One tiny problem I have with this map, is the last stage, it may, ironically, be my favourite last stage in the whole contest, but it's very spammy, and perhaps too much in favour of RED, who seem to have a constant height advantages in the portions of the map that matter.

Bayou: Played
Category|Rating
Gameflow|1
Balance|2
Detailing|1
Optimization|2
Style|2

Bayou cannot compete with the upper echelons of the CTF section, it just lacks the production values. In the little playtime I've had with the map, it's had some serious flaws. Firstly, I was completely and utterly lost the entire playtime, except during the mansion assault portion where I died and exited our spawn so many times the route was ingrained permanently in my memory. Some of the detailing is horrid, and the detailing as a whole is horribly inconsistent – some bits look good, others look awful – in particular, the brush-based doors. The map tries to innovate in several ways – it has a cool ending (+1 style) – but generally falls flat on its face, such as the sinking mansion, which was just plain confusing. It didn't run very well for me either when compared to other maps in the contest. There's certainly some love gone into making it, but love does not a good map make.

PLR
Cornfield: Played
Category|Rating
Gameflow|4
Balance|3
Detailing|3
Optimization|4
Style|3

Cornfield is... not a cornfield, at least from what I saw of the detailed portion. I've knocked off 2 detailing points (as I have for every map) for unfinished stages, though the stage that is detailed is quite impressive though it could be deemed a little sparse. The “explosion” is pretty cool at the end, but... the map just feels like a lot of angled buildings, with some strange oil pipeline gizmo at the end of it. Gameplay-wise, Cornfield is pretty solid, however the first stage feels too small, and the flanking routes are insufficient to be useful. This improves vastly in the final two stages which are fun to play and much more open. A solid map, which could have been much better was it finished.

Nightfall: Played
Category|Rating
Gameflow|5
Balance|4
Detailing|4
Optimization|4
Style|5

Probably the best use of the alpine theme in the whole competition along with Slate, and it looks absolutely brilliant in the stages that are detailed (again, 1 point docked). This one had some awful troubles with getting a good third stage, and unfortunately, the one it has at the moment, is not, in my opinion, its best – though all to their own. The gameplay is solid, and the 2nd stage has probably one of the strongest and most innovative layouts in the PLR section of the contest. The first stage is not as good, but still plays well, if it does sometimes become a bit of a grind. I didn't get perfect FPS on the map, hence the point docked for optimisation, otherwise though, Psy did good.

Panic: Played
Category|Rating
Gameflow|5
Balance|5
Detailing|4
Optimization|5
Style|4

Panic is pretty awesome. What started out as a joke with a cool name, has become, in my opinion, one of the strongest PLR entrants. Its gimmicks (exploding wall, rollercoster etc.) play very much in the map's favour and whilst at times it seems a bit silly, the whole thing seems to proffer a much more frantic and frenetic PLR game style. Panic's third stage is the best PLR stage in Team Fortress 2 at the current time, it's fun, it's hectic, you're always on your toes trying to simultaneously kill the other team, stop them pushing their cart, stop yours falling off etc. etc. It's brilliant, and a truly innovative way of ending the usual third stage grindfests. Visually, Panic is also good, whilst not excelling to the heights of Slate/Nightfall, it's darker, moodier theme really lends itself to the intensity of the map. At times, it can just feel a bit barren, but otherwise, Panic is the most exciting PLR map.

Highwind: Played
Category|Rating
Gameflow|2
Balance|3
Detailing|4
Optimization|4
Style|5

Highwind is a bit of a strange one, it's one of those sneaky late entrants that nobody's ever heard of before, and unlike most of those, it actually has its good points. Unfortunately, it's big selling point – the capture-as-many-as-you-can PLR spin-off – doesn't really work. The map usually runs for 20 minutes, and in that time I usually see 1 capture, and very rarely, 2. The choky layout just doesn't lend itself to what the map is trying to achieve, and the sewers area just feels redundant, because it's blocked by the same sentries that block the team's progress up top. The decision to add rollback as well, also doesn't work in the map's favour, as PLR is all about edging the cart closer and closer, not doing it all in one big push. Visually, Highwind is pretty cool, and has some really cool windmills; the style is new, pretty and I think works really well. Pity 'bout the gameplay then.

Animus: Played
Category|Rating
Gameflow|1
Balance|2
Detailing|2
Optimization|2
Style|2

Animus is a testament to why old unfinished PL maps should not be converted into PLR maps. The layout for each stage is awful, with the first being too large, the 2nd being the TF2 equivalent of bodily wedging yourself into a sardine tin, and the 3rd being so small and short it's over before you have the time to see what's going on. Visually, it's also horrible. Animus is a series of angled-roof buildings with pumpkins, strange lighting, a psychadelic skybox, and some weird particle effects. It relies too heavily on its gimmicks, and was obviously rushed (closed areaportals in first spawn, unfinished and poorly implemented 3rd stage). It doesn't even run that well. Must do better.

Scoville: Played
Category|Rating
Gameflow|4
Balance|4
Detailing|2
Optimization|1
Style|4

I really like Scoville. I love running around wrecking havoc as a scout – something I haven't really seen in any other PLR map. It looks reasonably good in its detailed portions; it has a proper neat explosion; it doesn't usually drag; and I have fun. Pity then, that it runs about as well as Crysis does on OS2. If it were detailed fully, and if it were less laggy... I mean, Scoville would be up there in my books, with the big guns. However, its big flaw, is far too huge to ignore, and even makes my scout rampaging quite hard sometimes. There are also some empty and sparse rooms, which given the time Void had to detail the map (IRL not taken into account), I would've expected better (even if I am being totally hypocritical :D).

Jack Riguel
11-14-2009, 04:55 PM
***UPDATE****
Sorry for the delay, had to reformat my drive. Good thing the voting hasn't closed yet.
(new items in red)

Copy/Pasted grazr's as I like his table setup.

I'll start once I return from work. Also, (perhaps from being an ex-UT2004 player) I find the term "Assault" better suited for the CTF mode instead of A/D.

Assault CTF

ctf_vector - played
Category|Rating
Gameflow|4
Balance|2
Detailing|5
Optimization|5
Style|5

Notes - A beautiful and stunning map. This is one of the few maps that really make you feel that you're progressing further along a goal as the points are captured. Also, the creative use and visual demonstration of a "cancel zone" really helps the flow and gives the defensive team more of an understandable purpose. However on the downside, even with the recent changes, the map still feels as if it is won or lost at 3-2. Rarely have I seen a game end earlier then that point. All in all though, this map is a lot of fun to play in and one of the few that really makes good use of the "Hydro - desert/spytech" theme.

ctf_snowdrift - played
Category|Rating
Gameflow|5
Balance|3
Detailing|4
Optimization|5
Style|5

Notes - I'm glad to see you stuck with the snow theme. Your map had a nice feel to it and the style is very fitting, not to mention a good twist on that theme. I enjoyed this map quite a bit, however due to it's capture style and layout, the game is very uneven, as the attacking team tends to dominate the match. However, it's a nice throwback to the old style of Assault CTF and a very nice map aside from that.

ctf_slate - played
Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|4
Style|4

Notes - First things first, I took a point off for optimization because of the very oddly done HDR. Some of the spawns feel too bright, and I actually had to disable HDR when playing the map just to save myself from another migraine. I feel like I can allways tell a "Youme" made map... or at least one that is heavily inspired by his designed. While beautifully detailed and styleized, it suffers from the shortcoming of being very hard to get your barrings. While the level design is great, this is one of the few maps that I honestly can't determine which point was which. Aside from that though, this is a well balanced map and I had quite a bit of fun on it. Good show.

ctf_panamint - played
Category|Rating
Gameflow|5
Balance|5
Detailing|2
Optimization|5
Style|3

Note - This map really surprised me. Out of all the running Assault CTF maps, this was the only one that truly felt balanced. Most of the maps entered here in the Assault category tend to end on a single point every time, however in your map each section felt like and even fight. There were just enough routes to attack and places to defend, and the final point is an epic battle, if it gets that far. It really pains me to vote so low and the detailing and style, but I know when you're finally done with this map it will turn out to be fantastic.

ctf_premuda - played
Category|Rating
Gameflow|3
Balance|5
Detailing|4
Optimization|4
Style|5

Notes - One of my favourites from the contest. The original design and beautifully detailed landscape really adds a new flavour to the already very well used palette of TF2. While some of the colours and lighting clash with the players, the style is wonderful, very new and greatly executed. As for gameflow though, I've seen quite a few players get lost when attempting to accomplish their objectives, and the winning team seems to be the one that simply knows just were to go. When we ran this map on a friend's server it was very well appreciated, and we found it to be very enjoyable in teams of all sizes. Good work, I can't wait to see your finalized version.

ctf_haarp - played
Category|Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|5
Style|5

Notes - Wonderful, sublime, and loads of fun. This map always excited me when I saw it coming up on the server. The style and detailing is amazing, and let's face it... just plain fun. As is normal with assault CTF maps, balance is a little weighted towards attackers... especially at points 1-1 and 2-2. However, compared to the others of it's type it is a lot better laid out and still loads of fun to play. Excellent Job.

ctf_bayou - played
Category|Rating
Gameflow|3
Balance|2
Detailing|3
Optimization|1
Style|4

Notes - Saddly, this was the only map I had huge issues with playing on. Constant frame rate problems, optimization problems, and whatnot. Oddly enough, I didn't think the gameflow was too terrible, the map was easy to learn and I felt like I learned the process quickly, however some of the paths seemed strange and the place of health/ammo kits was too hap-hazard. It was a very gutsy move though attempting a swamp theme map so soon after its release and adding it to the contest, and for the overall style you did a decent job. Best of luck to you in your future maps.


Payload Race

plr_cornfield - not enough experience
Notes - Sadly I was unable to really spend some time on this map, which is too bad, seeing how well it was designed and it's detail in the last stage. I feel like you've got a great theme though, and while the kart itself is confusing, the objective at the end makes sense. Best of luck to you in your continued work.

plr_highwind - played
Category|Rating
Gameflow|4
Balance|5
Detailing|5
Optimization|4
Style|3

Notes - A very interesting design. I was caught off guard the first time I played this but it only took a single cap to figure out what the objective is. While clipping is a minor issue, the fact that the game cannot be completed is definitely a major issue. While it is remarkably detailed, I'm slightly confused at what the theme is. The ground-level work (palm tress, dungeon, grassy hills) remind me of some Caribbean paradise set away on an island, but the huge windmill makes me think I should be up in the Swiss Alps. Aside from that, the gameplay itself is great. I had quite a bit of fun on this map, however I could only stand a single round before the gameplay would feel old.

plr_scoville - played
Category|Rating
Gameflow|4
Balance|5
Detailing|3
Optimization|4
Style|5

Notes - Apparently this map has been a hotspot for optimization complaints... oddly enough though I've had very little issues with it when playing, however in a few places (specifically the first section, and the last stretch to the core) I lagged a tiny bit, but it wasn't enough to cause a game-breaking experience. In fact, I rather like the style of design. While the kart feels as if it moves a bit too slow throughout the final stage, the last stretch to the core is great fun, and the design of that section is excellent. Also, while this map has yet to be fully detailed, the overal style is wonderful and original... a sort-of "Hydro-esc" snowy power plant. I can't wait to see this map in it's finished form.

plr_animus - played
Category|Rating
Gameflow|3
Balance|5
Detailing|3
Optimization|4
Style|5

Notes - I've had a tough time summarizing my reasoning for the mediocre mark in gameplay, however I think this simple statement expresses my feelings: "Oddly paced." The first two sections are way to long, yet the third seems to be over too quickly. Aside from that, the style is great and original, however I feel the detailing is a little strange in a few places. The addition of a static spy model and the very messy floor tiles is odd. Also, I had some major issues with areaportals in the map... and there are quite a few noclip or displacement perches where a demoman can sit and spam. However, I liked the map overall, and it was quite fun to play in.



plr_solitude - played
Category|Rating
Gameflow|3
Balance|5
Detailing|5
Optimization|4
Style|5

Notes - A stellar map. The style and theme feels both original and beautiful. The gameplay is lots of fun too, especially with the dynamic last point. This is one of the few PLR maps that gives your team a better advantage then the "six inches" which is all too common on other PLR maps. However, it took some time for me to get familiar with the layout. I've played this map through a good six or seven times and I still can't say where each path goes, especially in the upper corridors on the second stage. Nevertheless, this is still a great map and I can tell you put a lot of work in it.

plr_rollout - not enough experience
Notes - It's really to bad that I didn't get more time to experience this map fully. It was a very clever idea, and the layout was not to shabby. Hopefully you can solve your entity issues so that a proper test can be undergone and I can really get a good amount of time to experience the map.

plr_nightfall - not played
Notes - I know nothing of this map. Never even got a chance to play it. From my overview though while filming I found the theme enjoyable, and the layout to be very nicely designed. Best of luck to you on your work of section 3.

plr_panic - played
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|5
Style|5

Notes - This was one of the first maps I played when I joined the community. I remember having lots of fun on this map, especially with the ending section. I also remember being very worried at what this map would turn into once it reaches a detailed phase. I'm glad to say that it overly exceeded my expectations, and the theme fits smashingly with the distinct and memorable gameplay. The only real critiques I have for it though are based on the balance and game-flow. The second section can be a little confusing to navigate, and the final half ride too much on your entire team's skill level. (The slightest difference in skill level team-wise can ruin the game due to the fact that someone needs to stay on the kart at all times, since it's backward falling speed is very very fast.) Other then those nitpicks though this remains to be one of my favourite maps submitted in the contest. Well done.


plr_arctic - played
Category|Rating
Gameflow|4
Balance|5
Detailing|3
Optimization|5
Style|5

Notes - It always surprised me the variety of styles that can come from a simple snow theme. Each snow themed map I've seen is completely different from the other, and yours is no exception. I can't wait to see it fully detailed. As for the gameplay though, I thought the map was very well designed. It didn't take long for me to figure out the track and the amount of side routes was entertaining and fun to traverse. Great work.

littleedge
11-14-2009, 05:06 PM
Will do more over time.

ctf_vector
Gameflow- 4
I rarely get lost in Vector. The only time there is a doubt in my mind of where I'm going is the last stage. I don't feel like I'm waiting too long to spawn, nor do I feel like I don't get a break while dead. All stages aren't too large, nor too small; most areas of constant battle have a bit of breathing room in between them.
Balance- 4
For the most part, all paths are equally desirable paths for the flag carrier. Most points are held by RED for a fair amount of time, but BLU is able to get to them. Unfortunately there are exceptions. Like 3-1 where RED has no chance. Or 2-1 (I think) where RED has too much of an advantage.
Detailing- 4
Nearly all places are detailed well, but a few areas are bland and have too much of the same colour and detail.
Optimization- 4
I have 11 FPS on maps like Dustbowl and Goldrush. Vector gives me the same results. Comparing it to it's competition, it's one of the best optimized. I get anywhere from 9-13, and that's very good.
Style- 4
Detailing is consistent and it feels like TF2.


ctf_haarp
Gameflow- 4
I never get lost in Haarp. I don't feel like I'm waiting too long to spawn, nor do I feel like I don't get a break while dead. All stages aren't too large, nor too small; most areas of constant battle have a bit of breathing room in between them.
Balance- 4
All classes have their own area where they dominate or are dominated. Haarp seems to be a bit tight, and there's only so many ways into each point, and to top it off, Engineers can often dominate. Some points, like 2-2 and 3-2 can last a really long time if there are more than two engineers, but because of how tight the area around each point is, a single uber can take out multiple sentries.
Detailing- 5
Nearly all places are detailed well. 3-2 seems a little too bland, that red computer wall being used way too often.
Optimization- 3
Anywhere indoors that isn't anywhere near the outside runs smoothly for me. That means the building of 1-2, around the point on 2-2, and around the point on 3-2. Anywhere close to the outside, or outside itself brings me down to 7 FPS and makes me unable to use my mic or play anything other than Engi.
Style- 4
No realistic Hl2-worthy textures, no weird lighting. Everything looks like it fits with what's next to it.


ctf_snowdrift
Gameflow- 4
It's nearly impossible to get lost in Snowdrift. Any signs you see only clarify what you already knew. Spawns don't feel off, and the locations for the forward spawns work well.
Balance- 4
There may be many straight, open paths, but there aren't that great sniper lines (only someone like Ravidge could truly dominate). For the most part, RED can hold out for quite a while, but BLU can push through with an uber easily. No blocking means Demo Sticky Jump caps and Scout Caps are plentiful, but the small cap zone prevents a scout fest.
Detailing- 3
Snowdrift looks nice from the outside, but some corridors indoors are very bland. And you seem to like windows, and some walls just have too many. A few nitpick areas where the snow immediately turns into concrete took away some points. Those overlays you used didn't do that problem justice either.
Optimization- 4
I have 11 FPS on maps like Dustbowl and Goldrush. Snowdrift is just slightly lower for me in some locations.
Style- 3
Nothing sticks out that shouldn't be in TF2. No weird lighting, no realistic textures. Going from outdoor areas to indoor areas are abrupt and could use some more snow tracked inside, as well as a few details being random.


ctf_bayou
Gameflow- 3
It's easy to get lost, and there's too many signs. Because of the confusing layout, the spawn time plus the time it takes to go down the wrong path onto A (as RED) because you thought that's where you should have gone feels too long. If you were to organize the layout a bit, it would probably be much better.
Balance- 3
Some parts are easy to defend, others are never given a chance to be defended. The last point always seems to be taken immediately after the previous, for example.
Detailing- 3
Most of the detailing feels incomplete. It's detailed, and one or two places look nice, but overall, it has an incomplete look to it.
Optimization- 2
The entire map runs at 5-9 FPS for me, when I should be running at 11. It makes it nearly impossible to play unless I'm an Engineer on defense.
Style- 3
Parts of the swamp detailing is not TF2-like. Most of it is just a gloomy alpine, so it's acceptable. There are many places where it looked like random detailing. One wall would be one way, the area next to it looks completely different.


ctf_slate
Gameflow- 3
Everything but a few nitpicks. Some areas feel like, as RED, I can get behind BLU. I can go through a line of small buildings and go behind a nearby rock, and then I can kill some BLU that think the buildings to their left are only accessible by them. Also, one of the spawns for RED...maybe on the first stage...requires I do a U-Turn to go to the battle. I'd be okay with that if there was a sign that told me to go left. I have many, many times gone right, even when I knew the only passage on the right was blocked off and used for the next stage.
Balance- 4
For the most part, all classes can hold their own. Because of the small points, it's slightly hard to defend, but a sentry can usually prevent any democaps.
Detailing- 4
You got the alpine theme down beautifully. There's a few area that look a little odd, but there aren't enough to really make a bad impression while playing. Those cave entrances are hot.
Optimization- 4
Not as bad as Haarp outdoors, or Bayou or Scoville, but not as good as Dustbowl/Gravelpit.
Style- 4
Nearly everything looks good together.


plr_panic
Gameflow- 4
Pipeline does a good job of keeping me active. There aren't miles to run to get where I need to be, I can get everywhere in the stage right after setup, the spawns are placed so that I am within defending range of the cart at all times, etc. Panic achieves this. The map is nice and small and there aren't any area that are useless.
Balance- 4
It's a plr map. It's symmetrical, so it got a 4. There's nothing spectacular that effects the balance in a positive way on top of the symmetry.
Detailing- 4
I feel like the last stage is kind of bland, but other than that, it looks nice. It's a little too dark for my personal preference, but it's nicely done so I kept it at a 4.
Optimization- 3
It's sad, but I don't get great FPS here. Better than Scoville and Haarp, but it still makes me have to play Lag Engi. Averaging on Dustbowl at 11 fps, I get about 8-9 here.
Style- 4
Nothing feels out of place with it's surroundings.


plr_nightfall
Gameflow- 4
Pipeline is a good example of how a plr map should be with gameflow. There aren't miles to run to get where I need to be, I can get everywhere in the stage right after setup, the spawns are placed so that I am within defending range of the cart at all times, as well as within attacking range of the enemy, but it's not a clusterfuck, etc. Nightfall is like this.
Balance- 4
It's a plr map. It's symmetrical, so it got a 4. There's nothing spectacular that effects the balance in a positive way on top of the symmetry.
Detailing- 3
-1 point for dev on the third stage. -1 point for your indoors being bland, and some nitpicky details. Outdoors are beautiful, though. ('_')b
Optimization- 4
I don't lag too much. I'm at about 10 FPS instead of my usual 11.
Style- 4
You succeeded in an alpine plr map. Everything works with what's around it.


plr_animus
Gameflow- 3
Pipeline does a good job of keeping me active. There aren't miles to run to get where I need to be, I can get everywhere in the stage right after setup, the spawns are placed so that I am within defending range of the cart at all times, etc. Panic does NOT achieve this. It is too large, stage 3 feels like you rarely encounter the enemy, and for emphasis: it's huge - The first half minute of cart pushing is alone. Then, whichever team manages to kill the other team first when they meet is who pushes to the enemy's base. Then it's a spawn camping fest.
Balance- 3
It's a plr map. It's symmetrical, so it got a 4. But -1 for layout. Because of how it is set up, as I mentioned above, once a team pushes near the end of the track, the balance has shifted dramatically. It turns from plr to pl - one team's attacking, the other's defending.
Detailing- 3
-2 for parts of all three stages being dev as well as having many oddities. Like in stage 3, there's a stairwell that leads to a small path under where the carts are. Each team's stairwell walls are coloured with a concrete wall that has a red stripe at the bottom of the texture. It repeats, and the area in between the two bases is a blue-coloured stripe. Other oddities like that are elsewhere. The exterior of some of your buildings look nice, but it doesn't make up for everything else.
Optimization- 4
I don't seem to lag in Animus by much. I average 9-10 FPS.
Style- 2
It does not feel like I'm in the same map wherever I go. Those...flare things...on the ground do not go with the bright orange pumpkins which don't go with the deserty ground and waterfalls. Oh, and the buildings themselves go alright together, but compare it to the rest and you got nothing.


plr_scoville
Gameflow- 4
Pipeline's a good example for game flow. Everything is near eachother, nothing takes hours to walk to, etc. Scoville pulls off what Pipeline does. Stages seem a bit too large, though.
Balance- 4
It's a plr map. It's symmetrical, so it got a 4.
Detailing- 3
-2 for dev. The detailed parts of the map are very nice though. RED's base on stage 1 is a bit TOO brick-y, but it's all put together nicely.
Optimization- 2
I average at 11 fps on Dustbowl. Scoville gives me 6-9.
Style- 4
The stage that is detailed looks good. It's a bit odd to have snow on the first stage and then a giant sun on the third, (I do get that it decreases over time, but it's still odd).


plr_solitude
Gameflow- 4
Solitude does a lot of things that Pipeline doesn't. Your spawns are set up so that you push the cart on one side of the map, while defending your base by going out another door - and you're at the other end of the map. The layout is nice. You need to do some playerclipping though. Many of the detail areas in the spawns are accessible, as well as many of the cliffs throughout the map
Balance- 4
It's a plr map. It's symmetrical, so it got a 4. You were close to earning a 3 on it though because as progress is made in Solitude, it gets harder to attack and easier to defend. TOO easy to defend.
Detailing- 4
It looks awesome. Don't know what else to say. There are nitpicky areas that I found, like the detail room inbetween the two cart's starts on round 1 where we are blocked off by a few pieces of wood. It's very bland in there. And then throughout the map, there's a few tiny details. The best detailed plr map, though. just not worthy of a 5 (I'm a tough rater).
Optimization- 4
It's like most of the others. One of the better, but no better than Dustbowl or Gravelpit.
Style- 4
Nothing feels out of place with it's surroundings. The last round seems different when compared to the first two, though.

Sgt.Sausage
11-14-2009, 05:07 PM
Great work everyone, will update as i playtest these maps more. Thanks ABS and Void for the table.

*Will update as the week goes on*

Animus

Category|Rating
Gameflow|2
Balance|3
Detailing|5
Optimization|3
Style|4


Hard work as been put into this map, lots of great ideas and plenty of alphas. Fearless really wanted to get it right, so much so he redid huge parts of the map multiple times. I haven't played the newest version as much as the past ones, but the flow of the karts and balance seemed to struggle especially on the last stage. I will update this if i get a chance to play it again and prove myself wrong. Great work.

Artic

Category|Rating
Gameflow|1
Balance|2
Detailing|2
Optimization|3
Style|3


From what i have scene, it has alot of potential, but needs alot of work. Love the uphill plr on the second, but the tunnel and sniper lines out of spawn are a huge problem. It also seems to big, lots of random hallways, ramps for hight advantages that serve no purpose for gameplay. Very fun and original layout. As for detail its still in alpha with little or no details, so not saying much about that. Overall especially on the third stage, WAY to big. Maybe half the size would be nice, its also one straight line witch breaks up the gameplay, not designated battlements, the fights seem random. Not sure why, but tons of people crash on this map. Sometimes tf2, or something just the server but it happened to me 3 times in one game. Not going to rate as of this time i have only played this map twice. Will update if i get the chance to play it again, i hope i do.

Bayou

Category|Rating
Gameflow|
Balance|
Detailing|
Optimization|
Style|


Another map that i have unfortunately not played enough to rate. In earlier versions balance and layout were the main issues i had. Sign-age and gameplay flow lacked by the map being either to big, or an uneven layout between points if you no what i mean. Also the optimizing needs a lot of work. If i get a chance to play the contest version i few times before the cutoff, i will rate.

Cornfield

Category|Rating
Gameflow|2
Balance|3
Detailing|2
Optimization|3
Style|4


Played this quite a few times in early alpha, and enjoyed it from the start. Besides the
midpoint where the karts cross being very small and spammy on a few stages, its a great map. You most fixed the bugs, (besides karts getting stuck, not gonna knock you down for this, new gamemode everyone is having trouble mastering this) and seemed to balance it nicely. One suggestion i have is to remove, change, and make more noticeable of the back routes. Most of them are very confusing and never used. I really hope you continue progress and this map, it has so much potential i would hate to see it be lost. It seems to help spy's to much. Great job overall love the finale.

HAARP

Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|5


This map surprised me. Never expected it to have so much time put into it. Dr.Spud really perfected this map. I dont have any problems with it, every version gets better. Very memorial, and original layouts (especially love the zig-zag gameplay aspect on 3-3) Fantastic work. You pretty much perfected the snow theme, looks beautiful.

Highwind

Category|Rating
Gameflow|2
Balance|4
Detailing|5
Optimization|4
Style|2


Never played earlier versions, only the contest entry. This map shot out of nowhere and it has lots of potential I hope you continue to put time into this map as it makes its way into beta. Needs lots of work, but i definitely had fun on highwind. Thanks for a this map and good luck.

NightFall

Category|Rating
Gameflow|5
Balance|5
Detailing|4
Optimization|4
Style|4


This was the first custom plr map i played. At first i didn't like it, not sure why. But as i played it more and more and watched it develop i grew to love it. Some interesting ideas with down hills as opposed to up hill roll back. Love these aspects great work. Hopefully stage 3 works out sometime soon.

Panamint

Category|Rating
Gameflow|5
Balance|4
Detailing|1
Optimization|4
Style|3


This was one of the first a/d ctf maps i played. It has improved so much through the many alpha and testing. This is just one of those maps that everyone seems to enjoy playing on the tf2m server. Stage 2 over all needs work on layout, especially 2-2. Third stage is much better, and the first stage i Love, except for the underground tunnels, very confusing and to many of them. Balance and layout are nearing completion to beta and detailing. AWESOME INTEL, the hovering and rotation effect while on the stand is great. Good luck, thanks for this map.

Panic

Category|Rating
Gameflow|5
Balance|5
Detailing|3
Optimization|4
Style|5


Ohh panic, that name suites this great plr very well. From the very first time i played it, i think everyone enjoyed the starts of each stage. Especially for first time players, each stage has an epic start to the race. The first and second stages have improved dramatically. I have always enjoyed playing this map, and lots of other people as well. Great work on making an original map that everyone seems to enjoy.

Premunda

Category|Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|4
Style|5


From the first screenshots, i think everyone new this map was gonna be a gem. The few times i have played it, its been a blast. The problems in early alphas were quickly fixed and its shaped up very nicely. Did i mention its beautiful as well? I only with i could play this map more. Hopefully when beta comes it gets entered into game days as i haven't played more than 5 rounds on this map. Thanks so much for this map,
Amazing Job. Props for another fantastic explosion, you definitely got those mastered.

Scoville

Category|Rating
Gameflow|4
Balance|5
Detailing|4
Optimization|3
Style|4


To be honest, i hated scoville from the start. I was worried that the finale explosion was a higher priority than gameplay. But i was pleasantly surprised as each alpha was released, and the overall map SLOWLY improved. This is definitely one of my most played contest entries. Scoville always had lots of potential, but i never experted anything good to come from it (except the amazing explosion). It may be a surprise, but the third stage is hands down my favorite. Others say the gamplay is to slow and cramped, but i always have a good time. I guess increasing the kart speed couldn't hurt to prevent dull gameplay. Optimization seems to be everyone biggest complain especially on the third stage. But for me my game runs fine on stage 3, but not so well in certain parts of 1 and 2. Now that the explosion is perfected, i expect this great map to improve much more gameplay, optimization, and detail wise. Thanks for this map, i am glad i changes my feelings about scoville.

P.S. For most of the contest except the last month or 2 i thought it was called Scott's Ville, haha shows how good i read.

Slate

Category|Rating
Gameflow|3
Balance|4
Detailing|5
Optimization|5
Style|5


Wow, slate came out of nowhere from some icy mouse. :p From the few times i have played it i had a great time. Balance is not to bad but the gameflow and layout need some work. Blu can almost always roll through most of the stages. But overall its a great map that looks very promising, deficiently an excellent addition to the contest and my favorite custom maps.

Snowdrift

Category|Rating
Gameflow|3
Balance|4
Detailing|5
Optimization|5
Style|5


Snowdrift, definitely one of my favorites from the beginning. I have no problems with optimization, detail and style look great. Nice job with the snow theme. Balance is generally fine but the gameflow needs work. As much as you ignore the issue or think its fine, i hate to keep saying this but you NEED to be able to block the point. It way to easy to suicide scouts like (radaka i belive is a great one) to get blown by a sentry onto the point when the flag is close and quickly cap it even when someone is standing their. All it takes is to scouts, 1 bonk other flag to cap. It may not happen since people dont organize alot, but its way to easy and eventually people will figure it out. Red needs a way to stop them. The final point seems to have this problem the most, i think lots of people will agree. But once i get past that its an awesome map i always enjoy.

Vector

Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|5


Gotta love vector. Only 30 alphas behind it and it definitely shows. I never got tired of it after tons of tests. Not sure exactly what you meant when you had trouble with feedback, but the map turned out great. Hands down i prefer the CTF version, it plays well like haarp and doesn't need a CP version but thats up to you. Congratulations on vector, detailing and style are amazing (love the spawns, forget i need to play just want to look), and the flow, balance, and optimization are great.

Solitude

Category|Rating
Gameflow|3
Balance|4
Detailing|5
Optimization|4
Style|5


I have played a few times, Only the contest entry but Props for the original theme. Not a huge fan of the style, but it was done well and thats just my opinion. So you get a 5 for style and detailing. Optimization seemed good to me. This mapped seemed to come out of nowhere, but i am glad it did. I hope i get to play it more in the near future.

Incomplete As of Now
Rollout
Bayou

*Will update as the week goes on*

Grim Tuesday
11-14-2009, 09:44 PM
OK, so I am new member to these forums, but have been lurking for a while, so I know whats going on. I'l add maps as I play them, so there is no particular order to the ratings. Ratings are subject to change up until the end of the contest based on more play time on these maps.
CTF_HAARP
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|4
Style|5

CTF_HAARP is, right now, in my opinion, one of the top contenders for the best CTF map. The snow theme fits perfectly, as does some major spytech action. The gameplay is fun, with action taking place all through the map. Another thing I love is how all the CP's are actual things, such as desks, not just arbitrary places. The map, although beautiful, loses a point in optimization due to the snow effects. Another small problem in balance is that in my opinion, point 1-1 and 3-1 are much too easy to cap for soldiers and demomen (demoman's? WTF), as they can much too easily just jump in a cap. The sad thing about that is that they are both such wonderful points, its a pity to see them go so early. In the end, I think this map offers some serious competition to all the contenders, and is great fun all around! EDIT: After some more play time, I dropped gameflow by 1 due to rampant spawncamping in 1-2. I have never played a round of HAARP on red (where blu ultimately won the point) with out being spawncamped on 1-2.

PLR_Rollout
Category|Rating
Gameflow|5
Balance|3
Detailing|3
Optimization|0
Style|3

I really want to like this map, and it has very fun gameplay, but has quite a lot of weird mechanics. First off, this map crashes. A lot. Thats why it gets the 0 for optimization. Secondly, it is un-symmetrical, which is unusual for a PLR map, and im not convinced its fully balanced in places, such as one cart moves up, and one goes down, or when there are completely different objectives. Another thing is, is that I've heard that the map is sort of TC. I dont have ANY IDEA WHATSOEVER how this works, besides the fact that I sometimes see one of the unsymmetricle objectives on red's side, and other times on BLU's. Now that i'm done complaining, il move onto this maps plusses! In places where it is detailed, the detailing is done well (for example, a cart making factory). Also, when it doesn't crash, the gameplay is very fun. As of right now, the map needs some optimizing with entities, and figure out why it keeps on crashing. It could also use some playtesting, but in all is a very fun map!

PLR_Panic
Category|Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|4
Style|4

I love this map. Right now, it is to me THE map to beat for PLR. This map starts with a bang, with the cart rolling down the track, ready to be pushed. Amazing. The gameplay in the first stage is good, with the biggest problem being that in the last section of them, a sentry will pretty much stop any cart advances for a long time. I love how the walls explode at the begging of the second stage, changing the layout so quicklly, its hard to plan. An amazing stage. The map, however truly gets its name from the last stage, with the doomsday device on one end, and a bottomless pit on the other. My one niggle with the last stage is that it is slightlly too short, and always seems to be easier for one team to stop the other from pushing their cart than pushing their own. Maybe make the carts fall slightlly slower down the track? The other problem with the last stage is how short it is! I always want it to last longer, but it never does! In the end, a great map, with great theme, and overall amazing. Loses the balance point for it being easier to stop the opponent than push your own, and loses the detailing for the map being quite bland other than the animations at the beginning.
PLR_Arctic
Category|Rating
Gameflow|4
Balance|3
Detailing|2
Optimization|3
Style|3

This is a solid map, but has many flaws: For example, in any of the stages, if one team gets behind, it is physically impossible to catch up. Next, there are way too many good sentry spots, easily stopping play for a long long time. Last, the map crashes quite alot. I got to go now, but il rate more later! Now that im back, I can go to the positives! I really like the last stage, although it is too long, so if one team can just spawncamp for 30 seconds, then they just won. In all, I can also see how the ice-cave will work, and I wish you good luck! I cant wait until this map is released in a final form, as I am sure that it will be much better. On to optimization, I didnt get low framerates or anything, but it did crash my client a few times. No biggie, but something to look into.
PLR_Animous
Category|Rating
Gameflow|2
Balance|3
Detailing|2
Optimization|2
Style|1

*Sigh*
I really want to like this map, but I don't. First of all, the stages are too long and the carts are far apart. It takes minutes for the two teams to converge in the middle, and when they do, when one team wins the initial battle, they get their cart almost all the way to the enemy's base, then the defending team respawns, and pushes them back, then builds defenses. It then takes uber(s) to get past them. Also, a single soldier/demo can spawncamp the whole team in places, as there is only one exit to the spawn. On to stage 2, which I havent played much, I find the same flaws as 1. The carts are too far apart, and when they do meet, they invite more turtling. In the third stage, I dislike most heavilly. I got lost, and then we lost, because whoever pushes the cart first wins. On to detailing, it seems that you need to choose a theme, and stick with it. I mean, record chambers+pumpkins+waterfalls=fail. It just looks wring. You either need to go all out haloween, or spytech in the evening, or something I dont know... In optimization, there were weird particle effects all around the map, especially the first spawn: I couldnt find my way out due to all the particles and for some reason, whenever I exited the left door, I could see The Void. I dont know, but it was very weird. In the end, I think this map needs serious work, but it can still be fixed!
PLR_Scoville
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|3
Style|4

I really like this map for gameplay reasons. IT is in my opinion, competing with Panic for being the most fun of the PLR maps in the contest. Fans FTW. I love it. The map needs some optimization, however, as even my 4850 at one point stumbled a little, but it was more like 75 fps to 45. The detailing is still a bit lacking, but I like the way the first stage is detailed, even if I dont like that theme (I would rather see this map somewhere else, especially with the name scoville) but in the last stage, the snow will fit perfectly. I love your doomsday device, although it looks a bit like the citadel core in Ep1. I was gona give you a 3 for detailing, due to dev textures, but then I saw the doomsday device, and its dose of extreme awesome. The map has very good style, and I can see how the industrial will fit with snow later in design. In then end, this is maybe the most fun of all the PLR entries, but needs improvement with optimization and detailing. I cant wait for when this map is done :D
EDIT: Loses a point on gameflow for me getting bored with it on my third playthrough.
CTF_Slate
Category|Rating
Gameflow|3
Balance|2
Detailing|4
Optimization|5
Style|3

This too is a map that I really want to like, but I feel its missing a certian something. To start out with, I dont think that the gameplay is particularly balanced, as some caps seem to go too fast. What was the problem to me, I realized later, was this map was JUST like a sawmill version of Dustbowl. Think about 2-2. It looks lifted from Dustbowl. And that bothers me. Still, the map was mostly fun, although the first point always fell within 30 seconds. Although the detailing is beautiful, you get a 3 for style, as this style was directly lifted from Sawmill. I expected more from Youme, but this map is still a very good map, but needs some gameplay tweaks. Also, the map is HEAVILLY biased for blu to win, so in my opinion, it has some very bad balance issues. Its almost like you took a CP map, and added A/D CTF's to it. This map would be 10 times better if it was CP, but then it would be too close to Dustbowl, just with a sawmill theme. I dont really know what to say...

CTF_Vector
Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|4

This map is my favorite for the CTF category. It not only looks clean, it plays clean too. It looks like an offical Valve map, and with so much testing, how could it go wrong? The balance is admirable, with in my opinion, no places where I said to myself GAH BAD SENTRY SPOT. Nope. In fact, I think that if this map was made offical, we would find in the stats thingy that it said and exact 50-50 win ratio. The game flows correctly, with battles taking place anywhere, and health and ammo placed in perfect places to encourage them. Another win! I got no weird framerates or anything from the map, so optimization is all good, and it never crashed on me. Finally, you loose one point on style by using the Hydro theme. You do however, use it so well, I hardly ever say HYDRO! I sometimes, do notice it, so that is where you lost your point. In the end, I hope that this map wins the contest. It is truly amazing!
CTF_Panamint
Category|Rating
Gameflow|4
Balance|4
Detailing|2
Optimization|4
Style|3

This is, like Scoville, my surprise favorite on the gameplay side: it is one of the best balanced and fun of the CTF maps. It is also very very well balanced, where I see red and blu winning almost at equal amounts. I love almost all the points, but I get lost very easilly, as sometimes it looks like the second point in the stage is the first (1-2). My favorite point is 1-1, since there are so many ways to get in. If you can get some more of this level of awesome, I would be very happy. Next, no offense, but you detailing is awful. In fact, I sort of wish that you had left it ALL dev textured instead of haphazardly putting in dessert textures, especially the BLU spawn for stage 3. The repeating rock is just annoying. I do, however like the detailing on 3-2, so thats nice. It would be cool if the buttons there actually did something, like raise one wall, and lower another, or something. It would give that point some uniqueness that it doesn't really have. In style, I see teh same dessert theme I see everywhere: Nothing new, and its not particularlly done well. I do like how some of the points have glass tops. Thats another bit of awesome you have in there. In the end, this map needs some work on detailing, and some style, but you've got the gameplay down pretty good!
PLR_Solitude
Category|Rating
Gameflow|4
Balance|5
Detailing|5
Optimization|4
Style|5

Solitude is a very solid entry in the PLR section of the contest, not only due to the fact that it does many new things, but it also plays very well. First off, I love how the carts are not with you during setup. Its just different, and I like it. Another thing that I love about this map is that red and blu truly have different objectives and archetectural styles. You didnt just copy/paste from one side to another, you actually made whole new 3d skyboxes. My only bone to pick is that I get lost in your third stage quite often. I dont know why, but I do anyway. An amazing map, and in my opinion is easilly on or above of Panic (my previous favorite).

CTF_Snowdrift
Category|Rating
Gameflow|4
Balance|3
Detailing|4
Optimization|4
Style|4

I like this map for what it is: The badwater of A/D CTF maps. In fact, it is very fun, with a lot of nice points. It loses a few points in gameflow due to me repeatedly going in the wrong direction out of the second spawn. Every time. Im not sure how to fix this, but do. The actual gameplay is very fun, but I think that you must block caps. Its much too easy for a demoman to jump in with the flag, and just do a quickcap. You theme is pulled off well, and the snow looks great. Detailing is also done well. In the end, your only flaw is signage, and point blocking. After that is out of the way, this map will truly be a winner!
PLR_Highwind
[/B]Category|Rating
Gameflow|2
Balance|3
Detailing|4
Optimization|4
Style|3

This is an interesting map. The, but has many flaws. It looks MUCH more open that it is in reality, which is quite a pity, as I was looking forward to climbing up into those buildings, and airblasting some people into the windmills :P. The problem with this map is it's length: It seems to me to be one stage of a PLR map, not a full map. It is definatlly not long enough. What is there, it is fun, but its just too short. Its also very easy for once one team takes control, to spawncamp the other. And its impossible for BLU to win. Thats just dumb. The map looks and feels nice, but it just isn't TF2. I dont know, I just dont think that it fits...
In the end, expand them map, make it more tf2-ey (maybe make some kind of doomsday device at the end--why is RED/BLU trying to blow up a random wall?) and it will be a great map. I cant wait until I see the third stage!
PLR_Cornfield
Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|3
Style|4

This is map is an example to me of a solid 3. For balance, it seems much too easy to spawncamp, (that was all that happened to me when I played--I didnt get a chance to push the cart once). The game flows pretty well, but I dont know, it just seems to me to be missing something. I dont know what, it just looks desolate, and plays desolate. The cart models are funny, and I like a bit of humor in my TF2, but why would RED or BLU be pushing a bouncy bomb to water faucet. Thats where I can really suspend my disbelief any more. THe water faucet thingy is annoying, as its not a very good ending explosion (oooh im scared WATER!!!!), and due to the custom particle glitch, it screws with the next map in the rotation. Im not sure why this is named Cornfield, since it takes place in a desert... You get style points for the carts, and I do like the general setting. Just keep working on it, somehow stop the spawncamping, and you'll have a great map!

MAPS I HAVEN'T PLAYED YET
-Nightfall
-Bayou
-Premuda

I wish I could have, but sadlly I can only play around 11, and usually then Scoville is on...

Radaka
11-14-2009, 10:10 PM
For symmetrical maps I assign to the balance rating the ability to easily adapt to a situation as it plays out (basically how many useful options you have).

Vector
Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|5

This map is flat out fantastic. It uses the hydro theme well, even expanding on it. It flows well, executes chokepoints well, and is one of the only 3 maps TF2 currently has to offer that allows for my favorite gameplay--high-flying-super-scout-from-hell. :) Averages same fps as dustbowl (110 for me)

Snowdrift
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|2

This map is fun to play up until the final point, when it becomes only fun for red team (poorly executed chokepoint). The detailing looks nice, but it feels like it needs to stray away from the buildings+flat theme you've picked out. Framerate averages well on this map (140 compared to dustbowl 110)

Slate
Haven't played enough to judge.

Panamint
Category|Rating
Gameflow|4
Balance|4
Detailing|2
Optimization|5
Style|2

This map is generally fun to play but point 2-2, as many others have said, needs a ton of changes (please remove that prop, when I see it all I think about it how out of place it is). It feels balanced well, with plenty of options of attack and an interesting layout to boot. The detailing isn't done (just textures and some minor displacement work), and the style hasn't started taking shape yet. The strong point of this map for me is that it uses layout ideas that are very unique.
(I didn't do any fps tests on this one, but it certainly doesn't seem badly optimized)

Premuda
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|3

I'm always very distracted when I play this map, usually I can't think about anything but how much I HATE the horrendous yellow lighting that you've picked out. The gameplay itself is solid, with interesting layouts and memorable locations, followed up with a satisfying boom. I do like the mediterranean style, and I don't have a poor framerate on this map (averaging around 115, dustbowl avg 110).

HAARP
Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|5

HAARP is a great map. The layout is based around interesting ideas, the theme works very well, and there is a good sense of progression as you move throughout the map. Detailing is well done, with individual areas that stand out. This is the other contest map that allows for high-flying-super-scout-from-hell action. I originally hated the final point, but it doesn't feel like a grind like it used to. Optimization is overall good (110 avg, dusbowl 110 avg).

Bayou
Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|4
Style|3

This map takes a lot of interesting layout ideas taken from different settings (mansion, ferry, underwater missile silo). The gameplay is overall good, but I tended to get lost quite a bit. The style seemed to be kind of.... all over the place, and the fighting was difficult because of the constantly unlevel terrain. Fps was fine (130 avg, dustbowl 110 avg).
___________________________________

Scoville
Category|Rating
Gameflow|3
Balance|4
Detailing|3
Optimization|1
Style|4

The gameplay on this map is solid without any impossible chokepoints and a decent layout (just needs some trimming, there are too many useless areas). The detailing looks nice, but it only earns two point above full dev-textured because only the first stage and final area that are detailed. The portion that is detailed feels great though, feels all new. Optimization is just... bad (40 fps first stage, 70 elsewhere, dustbowl 110 avg.)

Solitude
Category|Rating
Gameflow|4
Balance|5
Detailing|5
Optimization|5
Style|5

This map popped out of nowhere, and I love it! The gameplay is incredibly fun, with my only complaint being that I think you should remove the barbed wire (still block players jumping over the gate with clips at setup though), and enlarge the area outside of the 2nd stage spawns (feels cramped). At first I thought the 3rd stage would play horribly, but after playing several games it turned out to just be a blast. The detailing is great, it feels like something new rather than just a rehash of a standard theme. Optimization is good (110 avg, 110 dustbowl avg).

Animus
Category|Rating
Gameflow|1
Balance|2
Detailing|4
Optimization|5
Style|2

This map needs flow, it has NONE. The layout generally feels very bland, and while the detailing is nice, it has no coherency or underlying "driving force". Optimization is fine (110 avg., 110 dusbowl avg.). This map desperately needs more thought put into the layout.

Cornfield
Category|Rating
Gameflow|5
Balance|5
Detailing|3
Optimization|4
Style|4

This is a great map, with a new take on the desert theme that feels like a fresh breath of air, and a layout that feels interesting, allowing players to attack from angles that reward quick thinking. Detailing is only about 1/2 complete, so I had to give it a lower score than a fully detailed map. Optimization is good (140 avg, dustbowl 110 avg.).

Nightfall
Category|Rating
Gameflow|5
Balance|4
Detailing|4
Optimization|5
Style|4

Review coming soon.

Rollout
Category|Rating
Gameflow|3
Balance|4
Detailing|1
Optimization|2
Style|2

Review coming soon.

Highwind
Category|Rating
Gameflow|2
Balance|5
Detailing|4
Optimization|4
Style|4

Review coming soon.

Arctic
Category|Rating
Gameflow|3
Balance|2
Detailing|2
Optimization|2
Style|2

Review coming soon.

Panic
Category|Rating
Gameflow|5
Balance|5
Detailing|4
Optimization|5
Style|5

Review coming soon.

Mashpotatoe
11-14-2009, 11:03 PM
Reserved for when i fill it in properly.
(Not fully played= havent played all stages/ latest version)

A/D CTF Maps: | Gameflow | Balance | Detaling | Optimizing | Style | Comments
ctf_vector: played | N/A | N/A | N/A | N/A | N/A | Comments
ctf_harrp: | 4 | 4 | 5 | 4 | 5 | Very crisp, fresh map. The setiing is really amazing, with varied gameplay on the sides of the cliff and inside the facilitly/plant. the map flows well and is fun, just a minor niggle with the spamminess in general. Blance seems good class wise, team wise however it seems that red is dependant on sentry nests to win. Detailing is really good, dunno what that other person was on when he said it was shabby, everything looks so clean and crisp, just love the broken window cap point and the final caps theme, very nice. Style also gets top marks, its snowy but you actually feel like you are up high where the snow would be and this plant would be located irl. Great work.
ctf_bayou: |3| 3 | 2 | 3 | 4 | Obviously didn't have as much production time as some others, however this map is still fairly fun. Unfortunately it is too easy to get lost in and the flow is awkward. Some areas are fairly well detailed but others are lacking. Balance wise it seems that close quarter classes, such as heavy, are too easy off and Snipers are punished with few decent sightlines. The theme and style is nice though.
ctf_snowdrift: | 3 |3 | 4 |4| 4 | I like the single stage idea to this map and its looks are quite nice, reminds me of a snowy badwater. Unfortunately the gameplay is a bit stop and go, blue has the flag and runs ages with little competetion then gets absolutely deadlocked with sentry farming, particullarily on point 1 and final cap. Class balance seems ok, except the last point is just so easily shut down by engies/ heavies/ demoman. Overall not a bad map, just has a few areas that are a bit off, optimisation/ style are both good.
ctf_slate:| 5 |4| 4|4 |4 | Only got to play this recently and I really enjoyed it. Reminded me a lot of dustbowl in layout and the open spaces and little amount of chokepoints made it overly fun and more fast paced. Balance seemed good, no classee are to strong, couldn't find an almighty sentry spot/ sniper sightline and I got to the end as blue so teamwise it seems good. Detailing is good, not anything groundbreaking or amazing and the rainy alpine style fits well even though I don't like it that much.
ctf_panamint: |5|4| 1 | 3 | 4 | One of my favourite A/D CTF maps. Really love the use of height adavantage its overall design, also fun to play on. Sadly its far from complete detailing and optimisation wise. Balance still needed some tweaking however the reminds me of goldrush (lol) style shows out well even for its lack of completeness.
ctf_premuda: Played |3| 4 | 5 |4 | 5 | very cool map. Love the overall design and use of hieght advanatage and cliffs, however it often feels like red are forced to sentry camp points and totally lock it down, see this happen a lot on point 2-1 and it can make playing blue not so fun. Balance wise it seems very nice, blue often caps in overtime which makes it fun and chaotic and class wise it seems ok, however in some areas engies and soldiers/ scouts are a bit strong (with all the vertical combat and cap point stoppages). Detailing is amazing, looks really interesting and unique, its style also is pretty dam cool, just love your displacements. Optimisation is good for how the map is layed out, file size is perhaps a bit big however.
PLR Maps: | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_scoville: |3|4 |2 | 3| 3| This map had its ups and downs. some areas played well and were fun, but in other sections I feel there were too many paths to take and places to be attacked from at once. Balanse wise its PLR, so team vs Team was fine, however there were some pretty huge sightlines and open spaces in areas. The stage that was detailed was done fairly nicely, perhaps a bit bland however and lost some marks for dev textured areas. Nothing amazing/ horrible about the style, I see the hyrdro themed buildings and final flash explosion is nifty.
plr_solitude:| 4 | 4 | 4 | 4 | 3 | An unique map, I quite like tis layout and enjoy playing it. It is designed quit enicely, each stage feels different and enjoyable. Balance if good, every class is viable and of course its plr= eqaul team wise. optimisation is good, no noticable lag/ fps drops, however I feel it could still have a bit mroe done with prop fade distances and other minor optimisation things. The detailing is good, but not amazing. It does feel a little bit awkward in some spots, blue buildings right next to red ones with a mixture of all types of styles and themes, so loose a few amrks son style there. Overall a solid entry.
plr_animus:| 3|3 |2 |4|3 | Easily the most controversal map, animus has a few obvious issues. Whilst the gameplay is alright, stage layout is so weird with mega huge stage 1, reasonably sized 2 and then ultra small 3, where you can't expect to play for longer than 1 death before it finishes. Class balance is a bit off as well there are some really big open sightlines in some areas. detailing has its highs and lows, the building shapes look cool but there are too many little oddities like flares and warped textures on spawn doors/ dev textures throughout. the style is also like the detail, a bit hit and miss. The creepy haunted theme was cool, but you seem to have gone over the top and just added all sorts of senseless things like waterfalls in a desert. Optimisation seems fine for me.
plr_nightfall: |5| 4| 3 |4| 4 | Lovely map, fun to play with lots of different routes to choose from. Balance, team wise and class wise is great, all classes seem to have an equal footing cept maybe in 3rd stage where its a tad open) . Detailing is great if anything perhaps abit over detailed in some areas- you often can get visually distracted and it may be worth cutting out a few props etc, a few blank walls here and there dont hurt too much. Unfortunately loose a mark for 3rd stage being undetailed with just dev textures. Optimisation is very good, no frame rate issues even with the large-ish size. The rainy alpine theme, as I said with slate its not a personal preference however you pulled it off well.
plr_rollout: Not yet Played | N/A | N/A | N/A | N/A | N/A | Comments
plr_cornfield: Not fully Played | N/A | N/A | N/A | N/A | N/A | Comments
plr_panic: Played | N/A | N/A | N/A | N/A | N/A | Comments
plr_artic: | 3 | 4 | 1 |5 |2| Obviously not finished, artic however still has some interesting gameplay, especially stage 3 which is quite fun. Unfortunately there a few quirks, long sightline down the middle in stage 2, the end of stage 3 is a fair walk away from spawn yet balance seems fine in general. Optimisation is great, it is however an alpha :P Style, only a small mark here because it really isn't eveident through the textures, however I can tell it could look nifty when finished. detailing is sadly pretty poor with more dev textures then anything else.
plr_highwind: Not yet Played | N/A | N/A | N/A | N/A | N/A | Comments


/steals from TPG

Engineer
11-15-2009, 02:44 AM
A/D CTF Maps:

ctf_vector
Gameflow: 4
Balance: 3
Detaling: 5
Optimizing:4
Style: 4
Another great map from Icarus. It played pretty nice and looked too. There were many tests and many changes, but at the and it got together pretty well.
-----------------------------------------
ctf_haarp
Gameflow: 4
Balance: 3
Detaling: 5
Optimizing:5
Style: 4
I remember it from a1. Than it was really boring, but now it too looks ok. There was a nasty CP Dispenser that got removed and thats ok. The snow theme looks nice.
-----------------------------------------
ctf_bayou
Gameflow: 3
Balance: 3
Detaling: 3
Optimizing:3
Style: 3
It felt really big and lagged as hell. But with some tweaks it could be just ok.
-----------------------------------------
ctf_snowdrift
Gameflow: 4
Balance: 4
Detaling: 4
Optimizing:5
Style: 4
Really fun map, but it feels that the detailing could be a bit better. Sometimes it felt a bit repetitive. Oh yeah, the last point... :(
-----------------------------------------
ctf_slate
Gameflow: -
Balance: -
Detaling: -
Optimizing:-
Style: -
Will play later
-----------------------------------------
ctf_panamint
Gameflow: 4
Balance: 3
Detaling: 3
Optimizing:4
Style: 2
Pretty neat map, but the detailing.. It feels like its an early alpha. Needs more spice. But actually it plays pretty good.
-----------------------------------------
ctf_premuda
Gameflow: -
Balance: -
Detaling: -
Optimizing:-
Style: -
Will play later
-----------------------------------------
PLR Maps:

plr_scoville
Gameflow: 5
Balance: 5
Detaling: 5
Optimizing:2
Style: 5
I love this map. Plays nicely and detail is great.
-----------------------------------------
plr_solitude
Gameflow: 4
Balance: 4
Detaling: 4
Optimizing:4
Style: 4
Last minute entry, i believe. You've outdone your self. The map appeared from nowhere :O
-----------------------------------------
plr_animus
Gameflow: 5
Balance: 5
Detaling: 4
Optimizing:4
Style: 4
Nice, darkish feeling. Plays pretty well.
-----------------------------------------
plr_nightfall
Gameflow: 5
Balance: 5
Detaling: 5
Optimizing:4
Style: 5
I fell in love with the detail. Nicely balanced map(duuh.. it's a plr :D)Great work! Sadly the 3rd stage was not completed yet :(
-----------------------------------------
plr_rollout
Gameflow: 3
Balance: 4
Detaling: 2
Optimizing:3
Style: 2
I remember it from early alpha. It was in dev textures than and it is now :( Looks too repetitive. And the layout should be fixed a bit.
-----------------------------------------
plr_cornfield
Gameflow: 5
Balance: 5
Detaling: 5
Optimizing:4
Style: 5
Great map, great detail, great gameplay ;)
-----------------------------------------
plr_panic
Gameflow: 4
Balance: 5
Detaling: 5
Optimizing:4
Style: 5
Feels a bit like L4D :D But it is good. The detailing is nice(scary) and the gameplay was good as well. I love the rolling carts at the beginning of the round.
-----------------------------------------
plr_highwind
Gameflow: -
Balance: -
Detaling: -
Optimizing:-
Style: -
Will play it later.
-----------------------------------------

The Gentlemanne
11-15-2009, 02:55 AM
will add comments soon

A/D CTF Maps: | Gameflow | Balance | Detaling | Optimizing | Style | Comments
ctf_vector: Played | 5 | 5 | 5 | 5 | 5 | KICKASS
ctf_harrp: Played | 5 | 4 | 5 | 5 | 4 | Comments
ctf_bayou: Played | 3 | 4 | 5 | 5 | 5 | Comments
ctf_snowdrift: Played | 4 | 4 | 5 | 3 | 5 | Comments
ctf_slate: Played | 4 | 5 | 5 | 5 | 4 | Comments
ctf_panamint: Played | 5 | 4 | 4 | 4 | 4 | Comments
ctf_premuda: Played | 5 | 5 | 5 | 3 | 5 | I lag a lot on this map.
PLR Maps: | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_scoville: Played | 4 | 4 | 4 | 4 | 4 | Comments
plr_solitude: Played | 4 | 5 | 5 | 4| 4 | Comments
plr_animus: Played | 5 | 5 | 3 | 4 | 5 | Comments
plr_nightfall: Played | 5 | 5 | 4 | 5 | 3 | Comments
plr_rollout: Not Played | N/A | N/A | N/A | N/A | N/A | Comments
plr_cornfield: Played | 5 | 5 | 3 | 5 | 5 | Love the cart...
plr_panic: Played | 5 | 5 | 4 | 4 | 5 | Best PLR map I played
plr_artic: Played | 4 | 4 | 5 | 3 | 5 | Comments
plr_highwind: Not Played | N/A | N/A | N/A | N/A | N/A | Comments


/steals from Owl and TPG.

DaBeatzProject
11-15-2009, 06:42 AM
Okay here's my opinion on the maps. Note that this is MY opinion, and MY votes, so if you don't like it, don't read it. I'm just trying to be helpful. I'm mainly talking at the map autors, as you might notice. I'll keep updating this post when time goes on. I hope I have enough space/time though.
Also, my excuses for my english. I'm trying to do my best.

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CTF_VECTOR_C3

Gameflow 4

Oh yes! It's Vector... I really like how this map plays. Enough sideroutes, lots of cover, space for counter-attacks, ... I believe you perfectly succeeded in making this map with a new and challanging gamemode. As uninterested as I was (sorry) when you started this map with it's 137 alpha's, as much do I love playing it now. Only a few remarks, not that they're bad, or negative, no... Just... Remarkable. Your ammo placement is fine, but whoa boy, WHAT did you do with the health? It's everywhere! http://farm3.static.flickr.com/2667/4104996103_4df21e75c7.jpg
[SCREENSHOT] Note, these are just nitpicks, I just couldn't give you a 5 eh? You're getting a 4 out of 5 for this.

Balancing 4

Whichever side I choose to play on, RED or BLU, fun is guaranteed. Although the layout seems simple, I can feel it's not. http://farm3.static.flickr.com/2783/4105763150_9d28398082.jpg
[SCREENSHOT] You did a great job on this one. When I play some custom maps, I sometimes get the feeling to quit the game because my team just gets raped. Not the case with this map! When BLU captures the first CP, everything nicely flows to the second point. No struggling to 'recapture' the CP when the defending team has pushed the attackers back, no. In this map it's clear. Attackers attack and defenders defend. 4 out of 5.

Optimizing 5

Well... What can I say? No problems on my side! This map is (or at least, feels) optimized! Full stop. 5 out of 5!

Detailing 5

Ah... I've been wanting to write this. This map looks... To say it in my honest opinion, gorgeous. I. Love. It. Seriously, you must've really outdone yourself. To start with BLU's spawn. It's full of those "Never-seen-before-details"; The train room under the window, the walls, that one corridor with all the "private"-doors. In some maps, like my own maybe, you can find nice detailing, but nothing new, just edited details from other maps so that they'd fit within the new map. Your map is different (on most places). I can't stop looking at it. But yeah... You're starting to know me.. The critiques! Some buildings look a tad too known, like the big building in stage two with the CP inside. Isn't that... Hydro?
Nonetheless, you did a fantastic job on detailing this map; 5 out of 5. Now I need to go find a bucket and a mop to clean this mess around my computer. *need to stop drooling*

Style 3

Yeah, I know, it's not much, the map looks pretty, but... We've already met that theme before! It's just hydro, all over again. If this map had that ONE thing, that little thing that makes it stand out, it'd have been perfect. Luckily (for the other contestants, at least), I've yet to meet a perfect map. "DURRR", you'll say now. This one's only in it's second beta yet! 135 To go!
Okay, now seriously, 3 out of 5 for style.

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Icarus, mate.. You did a wonderful job on this map. Believe me, I can't wait to see a map with that one thing different though! Keep it up, and good luck with the results!

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CTF_HAARP_B2

Gameflow 4

Aha. H.A.A.R.P.. I like playing this map. No wait.. I love it. From in the beginning of a game of HAARP it's clear what you have to do. Bringing the damn intel to the control points. And yes! That's fun. Your map is straightforward, not too complicated, basically, the layout you can expect from a stock map made by VALVE. 4 out of 5.

Balancing 3

I dunno, sorry for the lower score, but... This map feels like it's built in favour of red. Too much if you ask me. You might want to take a look at some of the routes between the CP's. Sometimes it feels like you have to capture those mini-controlpoints in the corridors between two main CP's. If there's a defending engineer, heavy and/or medic (as an example), you're lost. Because of that, I've only seen the second and last stage once or twice. I think that is sad, because I really like those.. Keep working on it! 3 out of 5.

Optimizing 5

This map's optimized. No problems for me. I like what you did with the 3D-skybox, very inovative! No overload of snow, that's good, good use of optimization techniques. Yup, yup; 5 out of 5.

Detailing 5

I fell in love with this map. Seriously. It's incredible what you've done with the props, brushwork, mechanics, displacements... It feels so real. It fits the whole TF2-idea so well! One of my favourite things you've accomplished are the "Buildings-in-Caves".
http://farm3.static.flickr.com/2718/4106003205_4e2ceb2c31.jpg
[SCREENSHOT] I'm in a cave, so yes, it's dark. But you gave mapping for TF2 an other dimension with this map. It's dusty, gray-ish, realistic, ... Your map is full of things I've never seen before. Huzzah, 5 out of 5. Well done!

Style 5

Yes, it's incredible. The snow, the industrial feeling you gave it all, ... Wonderful. I think you did a fantastic job on giving this map a unique touch. Sometimes, it's even dared, like the last point in stage 3. 5 out of 5, definately! Woop Woop!

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Doktor Spud, Nice map you made here! The looks are just astonishing, and the gameplay is nice. Keep it up, finish this map, and start to think what kind of community weapon you want! Good luck.

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PLR_PANIC_B1

Gameflow 4

Rav, ma boi... This is a cool map. I like how this is not just an other "Let's Push the Kart and we'll see where we get"-map. No, this one's different. This is a map whre you really have to think of what you're going to do. Will I defend, or will I run towards the enemy with an axe swinging above my head? I like how you tried (and well, succeeded) to make your gameplay different from the stereotype "PLR". The carts starting on the ramps and the explosives on the walls in stage two are a nice addition ofcourse.
There seems to be a little too few ammo and health, but that's what beta's are for. An other negative thing is the gameplay in the last stage. It's just not cool to see your cart going down while you can't do anything about it. Still a very good flow in the rest of the map. 4 out of 5 on gameflow.

Balancing 4

I don't find it easy judging a symmetrical map on balancing, but i'll try. Your map has something different and special, though. I haven't played a lot of maps where both teams had even chances, and held those throughout the whole map. A team can still win the game, even when the other one has it's cart on a few meters from the end. As I said before though, I dislike the system in the last stage, but yeah... I do believe you did a great job on implementing timers to prevent endless battles. Good job, 4 out of 5.

Optimization 5

Nicely done! Framerates are good for me! Luckily a LOT better than an earlier version of Panic I played... Had about 20 FPS then. Main optimization work must've been done I guess, 5 out of 5! [What else could I say? You're my teacher!!]
Aahh you thought I was done yet eh? Wrong! Have a good look at your props. Fade distances and solid-ness please! (Tip; console).

Detailing 4

Ah yes, Panic. The swampy map with the cloudy sky. Yet an other Let-the-jaw-drop-map. I already loved what you did in the very first alpha (I like pretty alphas). I love what you did with the swamp stuff and the industrial content. You better keep mapping man! I love the originality in your detailing; the broken bridges, the mega subwoofer, ...
http://farm3.static.flickr.com/2651/4106206243_d9e19edcfe.jpg
[SCREENSHOT] 4 out of 5, because sadly enough, not everything is looking as it should be (Mainly indoors). You did a great job on detailing this map none the less! Keep it up!

Style 5

This map's got style, definately! It's got the looks, the unique environment, the gameplay, ... This map's got all. Only a few tidbits; It feels a little to dark overal, mostly noticable in the second stage. But this map is one of the few that's got that one thing, that one unique touch. I LIKE it! 5 out of 5!

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Ravidge, you did some epic work on this map. It's plays fantastic, it feels fantastic, and ofcourse, it's sounds BAD-ASS. Good luck with the final results.

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PLR_ANIMUS_A8

Gameflow 2

Animus... The map of the souls. Maybe there are ghosts haunting this map. I don't know. I guess they know what happened with the good parts then? This map feels so cluttered, so messy, ..!! I don't know where to start.
http://farm3.static.flickr.com/2760/4109288495_77d9b257cb.jpg
[SCREENSHOT]I played this map a lot (somehow it was played a lot on the servers, maybe other people liked it), and I must say, I didn't really enjoy it. I can feel however, you tried to change the tides, but it didn't turn out well... Ammo and health placement is okay, layout of the stages is not. Long walks confusing lighting, ... A mess. I'm sorry to say it like this, but I got to be honest. That's just the way I think of the map. 2 out of 5.

Balancing 3

The map is pretty balanced, although it's hard to say because we're talking about a old payl- uh.. a PLR map. The first stage starts decent (talking about gameplay here). Although the trive time is long, combat in the middle is fierce. But that's when it happens; the game locks up completely. Second stage is completely the opposite though. Once one team pushes through the middle, they're victorious. I'm not going to say much about the last stage, since that one just doesn't feel right at all. Way too much cover in the end, no way to stop the winning team when they got "outside" the building thing. 3 out of 5 for the trying.

Optimization 3

Optimation is decent. Although framerates in stage 1 are extremely low for an alpha. Might be due to the s.ize, or not. You also have some really odd lighting bugs and glitches, not sure if you're aware of that since there are so many. It should be your first priority to fix those. Also, I don't know if this falls within "optimization", but... Sew displacements, close holes, fix gaps between brushes and stuff, fix nodraw stuff, ... More info in the "Detailing" part.

Detailing 2

Ah, yes.. Detailing. That's making a map look pretty. There are several ways to do that: neat brushworks, nice displacements, good use of techniques, etc etc. You got the picture. Now most of the detailing in your map, has this. But one time it's an overload of useless particles, the other time it's detailing that doesn't make sense. I really don't understand why you tried to puzzle an entire stage with parts from an, in your own words, "incomplete and unfinished" PAYLOAD map. Another thing I dislike is the skybox texture. It doesn't fit TF2 and looks way too dark, although there's clearly a sun that's brightly shining.
http://farm3.static.flickr.com/2592/4109291637_6b8454ea39.jpg
[SCREENSHOT] The overused particle effects in your map add to the messy feeling that's floating around your map. I don't even know what to say about the pumpkins, or the func_lods on places where they don't fit. Cool idea's and all, but this just isn't L4D or some other reallistic game. I guess that's enough, you'll have to do it with a 2 out of 5. Sorry.


Style 4

I'm gonna give you a 4 for style, because... Yeah, you did make something unique and refreshing non the less. It's just not "ghosty" enough to be special, just a heap of random creepy-related stuff. The start is there, now it's up to you to finish and rethink some things! Nicely made particle effects, but there is a time and place for those.

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Fearlezz... What a map. The dish is okay but the sauce is horrible. It started all very promising, but you really messed it up near the end, didn't you? I'm rather dissapoint. The map's full of forgotten bugs. You really need to do something about it!! Good luck with the results.

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CTF_PREMUDA_B1A

Gameflow 5

Yeaaahhh!! It's my premuda-baby! The most dared entry in the whole competition, no doubt. Wait, what! I wouldn't even think of doubting! I really like how this map plays. It's no big deal to learn the solid layout once you've played the map a few times, and I know maps that are more difficult to learn (eg. Steel, Dustbowl, ...). I actually like the small dispenser-addition on the intelligence too, it gives the map yet an other unique feature. By seeing thise kind of things, I can feel you've been thinking a lot throughout the whole production of this map. Some negative points though! The rain distracts a bit too much from the combat. Not that it's annoying itself, but when I got used to it, I started to ignore movements of other players as well. I think it's in too high contrast with the rest of the map: bright blue/white against orange/brown. None the less you did it again. 5 out of 5.

Balancing 4

Everytime I play this map, no matter what team I'm in, I'm always having a great time. First point is what the example point should be: easy to capture but challanging with a good defense. The second capture point though, feel a little too hard again! Second stage's a bit too easy again and the last point a tad too hard. Note that I'm just thinking in straight laines now. The map feels balanced, but could use a few tweaks and fixes. Good job, almost perfect. 4 out of 5.

Optimization 5

Optimized! Luckily! I'm not getting any odd framerates, so no problems on that side. You might want to take a look at sound optimizing, like making the annoucner's voice in the beginning of the map a bit quieter, getting rid of the thunder sounds, etc. Also, a protip; take a look at the console. Toppie! 5 out of 5.

Detailing 5

Visually stunning. I love what sick idea's you've implemented in this masterpiece. I have a huuuge respect for your skills and ideas. You told me once, 5 months or more ago, this is what it has to look like (yes, I do still remember those pictures), and now, it DOES look like it! You are one of the only contestants who dared it to try out a completely new theme. And it looks gorgeous. The subtle fishing nets and fences clearly beacon where the playable area ends. Your brushwork is impressive, the use of props is fantastic, and the theme is just sweet. Win - win - win. 5 out of 5.

Style 5

Man... I'm still astonished by what you've accomplished with this map. The creativity that's come allong with this map is immense, and proves of the dedication.
http://farm3.static.flickr.com/2557/4113058106_348e67f323.jpg
[SCREENSHOT] It's not easy to smash out an entire new theme out of the ground, but you did it as if it was eating cake. Cake or no cake, you deserve a 5 out of 5 for style. Absolutely. Congratulations.

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Eerie! What have you done! I think I can't hold it any lo-*smash*
The writer of this text has been brought to intensive care. The following sentence is purely based on speculations.
This map ROCKS!

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CTF_SLATE_B1

Gameflow - 4
Balancing - 4
Optimizing - 5
Detail - 5
style - 3

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CTF_PANAMINT_A17

Gameflow - 4
Balancing - 4
Optimizing - 5
Detail - 3
style - 2

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CTF_SNOWDRIFT_B2

Gameflow - 4
Balancing - 3
Optimizing - 4
Detail - 4
style - 3

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PLR_SCOVILLE_C2

Gameflow - 4
Balancing - 3
Optimizing - 2
Detail - 4
style - 5

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PLR_SOLITUDE_B1

Gameflow - 4
Balancing - 4
Optimizing - 3
Detail - 4
style - 5

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PLR_NIGHTFALL_C

Gameflow - 5
Balancing - 4
Optimizing - 4
Detail - 5
style - 4

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PLR_HIGHWIND_A4

Gameflow - 4
Balancing - 3
Optimizing - 4
Detail - 3
style - 4

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PLR_ROLLOUT_A1

Gameflow - 3
Balancing - 2
Optimizing - 5
Detail - 1
style - 2

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PLR_ARCTIC_C

Gameflow - 4
Balancing - 3
Optimizing - 5
Detail - 2
style - 3

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PLR_CORNFIELD_C1

lolwat?

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Working on the rest, right now!

Jonah
11-15-2009, 08:12 AM
Slate
Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|5
Style|5

To put it bluntly I expected a bit more from you. That doesn't mean I don't like the entry though. It was very open, which I feel was, how should I put it, a daring move, but you made it work quite well without snipers dominating. However, even though I didn't play as engineer once, I noticed that the points are hard to defend with sentries because of the long sightlines, and this can lead to fast captures and quick rounds. From what I saw, only the last point area provides enough cover for sentries, and in fact the only times I saw red win the map was when they were defending the last point. I did get lost a couple of times and it's quite easy to to lose track of the flag but it's nothing major, overall the layout works very well. I also liked the custom models. Detailing looks great, however it seems to get a bit lazy near the end of the map. I didn't have any noticeable lag when playing this, well except for that problem caused by the rain, but it would be unfair to blame it on the map.

Animus
Category|Rating
Gameflow|1
Balance|3
Detailing|2
Optimization|4
Style|2

Ah, animus... When I first saw this I did expect something exceptional from it, however it really didn't turn out very well and it's mainly because you tried to turn an old payload map into a payload race. The main problem of the map is that virtually half of the map is useless. The carts start so far away from each other in the first two stages, that both teams are able to push the cart a long distance before the other team reaches it. And once you push the cart past the middle area, the other team is usually doomed. Don't even get me started on the last stage, It's over before I even notice anything and well, the winner is pretty much the team who has the most players pushing, because there's that big wall between the carts that prevents the other team from stopping your cart. The first stage also has MAJOR playerclipping issues, soldiers, demos and scouts can run on the rooves. There are some in the other stages too, but they're not worth mentioning in this short review. Visually, it looks kinda messy. The detailing looks mostly fine, but the crappiness (sorry) of the map distracts you from it. And the style, I don't even know what it's trying to be anymore. The whole soul theme of the carts doesn't make sense or work well or look good. If you had spent more time working on the layout rather than detail and particles, I'm sure the map would've been much better. Also, it hass all that z-fighting and those areaportal problems. I like the custom skybox though. I'm really sorry for having to write this bad review, because animus could have been something much much more if you had put more thought to it. It had so much potential, but sadly it didn't turn out so well.

HAARP
Category|Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|5
Style|5

HAARP is easily my favorite of all the entries. I'm mostly good at giving critique so this will be a bit short but I'll just write something for the sake of it... Never got lost in the map, and if there are any signs I didn't notice them, and it's always a good sign (no pun intended) if the player doesn't have to consciously look at the signs to navigate the map... Detailing looks awesome. It fits tf2's style but unlike most custom maps, doesn't look like the details were copypasted from valve maps. When you decided to use the snow theme, I... Well, you know how I felt about that, but it turned out just fine. I had to give you a 4 on balance though, because I feel that the red team is just a bit OP.

Highwind
Category|Rating
Gameflow|2
Balance|4
Detailing|3
Optimization|5
Style|3

First I'd like to comment on the visual style, and I guess I like it. You somehow managed to make the spytech wall texture work pretty well in exterior walls, and I like the custom roof textures... But i don't know if it really fits tf2 that well, and overall it's kinda lacking detail. And the ground texture is a bit too saturated. Okay, now let's talk about the gameplay. The building in the middle is really choky and camp friendly, because it's lacking alternate routes. Sure, there's the underground area, but when the carts are in the middle which they usually are, it's useless, because it only takes you from red's cp to blue's cp. It mainly worked as an area to buld sentries and annoy the other team. I lost my notes for this map and don't know what else to say, but if I remember anything important, I'll add it.

Bayou
Category|Rating
Gameflow|2.5
Balance|4
Detailing|2
Optimization|3.5
Style|4

As much as I'd like to say that it's very good for a second map and all that, I won't, because that always sounds like something said out of pity. Overall bayou is very enjoyable. It's actually one of my favourite contest entries, I can't really say why, I guess it's the overall feeling of the map. However, as you know, it has its problems. The paths are a bit too complicated. An a/d map should always have one "main" path with side paths. In some maps, like badwater and my snowdrift this is especially noticeable, but all a/d maps work pretty much the same way. Bayou sometimes seems to have multiple "main paths". This combined with many height levels and sometimes unexpected flag spawning places makes it very confusing for new, and sometimes even old players. Balancing seems pretty good, I'm able to play this map with pretty much any class. The detailing... Is decent I guess, but I feel you could've done so much more with the geometry, and I'm not really into those thick walls. Some more props wouldn't hurt either... And speaking of props, you use a lot of then as part of the layout. While there's generally nothing wrong with that, it can look messy, which it sometimes does here. You should use brushes whenever possible. While my I don't have any noticeable fps drops (I often don't) there were places, like the tilted building, that clearly need optimization. As cool as it looks, source doesn't like that kind of stuff very much.

Vector
Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|5

Vector, it's... The biggest reason why I never stood a chance in this contest, enough said. While it's not my favourite of the entries, I couldn't possibly give it any other score.

Panic
Category|Rating
Gameflow|5
Balance|4
Detailing|3.5
Optimization|5
Style|3

Panic used to be my fav plr map. Then you replaced the awesome second stage with a seemingly uninspired one. I would be lying If I said I didn't still like it though. It has a lot of cool ideas like the cart rolling down a ramp in the last stage. The detailing looks good, but the style is kinda meh, and the map is too dark.

Nightfall
Category|Rating
Gameflow|5
Balance|4
Detailing|4
Optimization|5
Style|5

I gave detailing a 4 because of the dev textures in stage 3, otherwise it would obviously be a 5. This along with sawmill is the only map where the rainy alpine theme really looks good. Plays very well, is never confusing and rarely stalemate-y. Dunno what else to say.

Solitude
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|5

Solitude is currently my favourite plr map, mainly because of its fresh ideas. I love how you have separate paths for attacking and defending, and how the cart goes different way depending on how many rounds you won. While it seems very risky to separate the map into 4 areas, (blu attack, b defend, r attack, r defend) it works really well. However stage 3 felt a bit weak so only 4 for gameflow. Details look good, they're nothing groundbreaking but fit tf2's style nicely. Also, I like how the teams actually have a goal here, to destroy the enemy submarine, instead of just pushing the carts into a pit for no reason or something.

Psy
11-15-2009, 08:33 AM
CTF

Bayou

Category|Rating
Gameflow|2
Balance|2
Detailing|3
Optimization|3
Style|2


This map lacks the qualities that I would normally associate with a great map. First of all, the layout is rather confusing not because of a lack of signs but because there are too many visual elements which, instead of aiding the players navigiation, add noise to the level and hinders each player's ability to easily find their way around the map. Secondly, the detailing is neither here or there. Some parts look great whilst other parts remain undetailed and some common mapping mistakes are made such as light models with shadows still enabled causing blocky shadows above themselves and bad texture alignment abound. Overall, it's not bad for one of the first few maps from this author and I hope they can learn from other more well-established maps and understand what makes them so popular and renowned.

HAARP

Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|5
Style|5


This map is an all-round excellent piece of work. There is no doubt in my mind that this is one of the best looking maps out of the competition as Spud has perfectly captured an isolated mountain base. Overall, the layout is great apart from what I believe is a very difficult last stage due to it's rather angular nature. Not much can be faulted with this map.

Panamint

Category|Rating
Gameflow|4
Balance|4
Detailing|1
Optimization|5
Style|2


Panamint is by far the map I've played most from this competition. It plays great and I have no qualms whatsoever about the gameplay side of things. Of course the map is mostly undetailed and the parts that are detailed are underwhelming. I can feel a certain Goldrush vibe throughout the entire map and - to be fair - I've seen several Goldrush-esque maps so I can't give any more marks for style. Solid gameplay but it needs some more kapow in the visuals department.

Premuda

Category|Rating
Gameflow|4
Balance|3
Detailing|3
Optimization|5
Style|5


This is definitely a pretty map with an original theme but I can't help but feel that some parts of it look rather odd such as grass detail sprites being shown despite there being no visible grass on the ground. The whole map seems far too noisy for my liking and only makes it harder for me to find my way around the level.

Slate

Category|Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|5
Style|4


Slate for me it's a quite modest map which doesn't try to be showy and because of this it's a map that's very easy to get to grips with quickly. It has that simple elegance to it that I really love and the gameplay is excellent. A really solid entry.

Snowdrift

Category|Rating
Gameflow|5
Balance|3
Detailing|3
Optimization|5
Style|4


Much like Slate this has a visual style that's nice and clean. The gameplay is solid up until the last point as the final area seems far too small and makes it very difficult to cap the intel.

Vector

Category|Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|5
Style|3


A great map which emulates the Hydro theme brilliantly and the gradual change from metal shacks to the spytech base is pulled off incredibly well.


PLR

Animus

Category|Rating
Gameflow|1
Balance|4
Detailing|2
Optimization|5
Style|1


Animus isn't a great map. The theme doesn't fit TF2 whatsoever and parts of the map make no logical sense. It doesn't look nice and it doesn't play particularly well either.

Arctic - Not Played

Category|Rating
Gameflow|N
Balance|N
Detailing|N
Optimization|N
Style|N


Cornfield

Category|Rating
Gameflow|4
Balance|5
Detailing|3
Optimization|5
Style|3


A map I really enjoy and the last stage is detailed really well.

Highwind

Category|Rating
Gameflow|2
Balance|5
Detailing|3
Optimization|5
Style|5


An original theme makes this map stand out and it fits TF2 perfectly. My only qualm with this map is the fact that the carts recede. This more often then not leads the game into a never-ending deathmatch.

Nightfall - Cannot Vote

Category|Rating
Gameflow|N
Balance|N
Detailing|N
Optimization|N
Style|N


Panic

Category|Rating
Gameflow|4
Balance|5
Detailing|4
Optimization|5
Style|5


A great map. That is all. :)

Rollout - Not Played

Category|Rating
Gameflow|N
Balance|N
Detailing|N
Optimization|N
Style|N


Scoville

Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|1
Style|5


I really like the style and detailing in this map but there are some areas which bring the map down such as optimisation which is clearly a problem because there simply isn't any which makes the map unplayable for a lot of players. The one thing I particularly dislike is how far the enemy cart ends up away from your team's spawn when it's inside your own base. It makes it impossible to catch up to for anybody other then Scouts. Also Stage 3 has incredibly slow carts which unneccesarily draws out the round turning it into team deathmatch..

Solitude

Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|4


A really solid map though I think the last stage is a bit odd in the way that the 2 carts split up and move away from each other as once one of the carts reaches this part of the track it's game over for the other team.

Timberjaw
11-15-2009, 09:03 AM
|Flow|Balance|Detail|Optimization|Style
Animus|3|5|3|5|4
Arctic|4|4|3|5|3
Bayou|2|2|4|3|4
Cornfield|3|5|3|4|3
HAARP|4|4|5|5|5
Highwind|5|4|4|5|5
Panic|3|3|5|4|5
Premuda|3|2|4|3|5
Slate|4|4|5|5|4
Snowdrift|2|2|4|5|3
Solitude|3|4|4|5|2
Vector|4|4|5|5|4

Thoughts:

I'm not going to write up detailed reviews of each map (I'm a newbie mapper and most of my impressions are fairly general). My favorites are Highwind, HAARP, and Panic, but there were a lot of strong entries and a lot of promising entries still in their early stages of development. In general I enjoyed the maps that did something interesting (even if the execution wasn't perfect or didn't mesh with my playing sensibilities) far more than maps exhibiting technical competence but little character. Panic's rollercoaster carts, Premuda's health-granting intel, Highwind's unique visual style, and Bayou's quirky and complex layout stand out in my mind.

Arctic: Like the layout. Map crashes are annoying. Looking forward to seeing it with more detail and less dev texturing (all in due time).

Bayou: Like the style overall. Layout seems excessively sprawling and complex.

HAARP: Love the style and layout, lots of fun with a variety of player counts. Defense is very difficult but that's to be expected without a full server.

Highwind: One of my favorites from this contest. Love the style, layout is good, cart mechanic is interesting and works well. No real complaints about this map; I'm probably going to put it in rotation on my server.

Panic: Rollercoaster carts are awesome, exploding walls are cool, immediate rollback on the last stage is panic-inducing in a good way. Great map. I'd like to see some friendlier colors to fit the TF2 style, but the fun factor is definitely way up there.

Premuda: Fun map, interesting visuals. Not convinced the health bonus on the intel is a good idea but I'd have to play the map more to make my mind up on that. Layout in some areas can be a little confusing; it's a very visually dense map.

Solitude: I like the layout for the most part, but the visual style was a major turnoff for me. Very drab and depressing. I'm guessing that was intentional given the name, but it made me not want to play the map.

Lord Ned
11-15-2009, 04:46 PM
|Flow|Balance|Detail|Optimization|Style|Comments
Animus|F|B|D|O|S
Arctic|4|3|2|4|3|Very crash prone. Won't make it onto real servers with this happening. Some long sightlines across the middle. Not a ton of room for some shorter-ranged classes. Undetailed in a lot of locations. Has potential but some gameplay needs to be fixed first. Fighting seems spread out and unconcentrated. Setup times are kinda long. Doesn't really strike me as a TF2 Map. Not sure why. Couple places where sentries are OP. Easy to get spawncamped on the second page. Couple more issues like this.
Bayou|2|3|3|2|3|While it's playable, this map has a bit to go. Confusing signage, easy to get lost and so on. The map doesn't quite flow with it. Most classes seem equally balanced though, but when people are getting stuck in corners it lets some take advantage. Map is riddled with low fps, confusing looking detail, etc. It's fun to attack on and okay to defend on even with these flaws. I look forward to playing it after it's had some more revisions. Seems like a neat use of the swamp stuff.
Cornfield|F|B|D|O|S
HAARP|4|4|5|4|4|Well polished and a good experience all around. I CBA to repeat others.
Highwind|3|3|4|4|5|Wow. Definitely an original one that sticks out. It doesn't stick to traditional TF2 style either visually or gameplay wise. I think the style works and fits in so that's why it gets a five. However this map has some flaws. There's some invisible wall blockades. All of the gameplay is forced towards the center of the map into a single room. There's two small entrances to this other than the main but they barely help. The sewers are practically useless. BLU doesn't ever seem to win, and they weren't getting rewarded with points. Fix these gameplay issues and you'll have a decent map.
Nightfall|F|B|D|O|S
Panamint|2|3|2|3|2| Ugh. Leaves a bad taste in my mouth. Spent several rounds where we spent more time in overtime with the flag then in the round. Very hard for red to be attackers in that situation. Very hard to cap sometimes, very easy to others. Undetailed for most of it, bad implementation of desert. Weh.
Panic|4|3|3|4|4|Some of the detailing is a little bland in places. Doesn't seem like there's always room for some of the classes -- Saw very few heavies on my playthroughs. Some places seem underdetailed compared to the rest. Not a huge fan of the brown/muddy lighting. Pretty cool on style. Explosions definently fit in with TF2. :) -- Optimization is good mostly there's a couple parts where I dip down to 80 fps on my 4870 when I get 120 on most. The dark/damp lighting is probably the biggest turnoff here.
Premuda|4|3|4|3|4|A decent map. A little strong on the yellow color, and slightly confusing at the time. Detail was decent though lacking in some areas. Gameplay was hurt by the amount of demomen and pyro that were swarming everywhere. Little room for some of the classes, a lot of room for the corner-classes. Too many turns promoted Demo/Pyro too much.
Rollout|F|B|D|O|S
Scoville|4|4|2|1|3|While it tries to fit in with the bigger maps, this one simply doesn't have enough work put into it. With some work and some modifications it will make a good map, but right now it's not quite on par with the rest. Level flows pretty well between the areas, and each class has a place. Optimization is a big thumbs down. Detail: It's trying to fit in but... Not quite seeing it happen.
Slate|F|B|D|O|S
Snowdrift|F|B|D|O|S
Solitude|4|3|3|3|3| Stages kept locking up over dual-sentry enplacements. Didn't seem to encourage teamwork. Detailing felt very un-cannon. Didn't have a great playing experience overall.
Vector|5|4|4|4|4|A good map for that. Pushing through ~30-40 alphas, it's well balanced and well detailed. I think it's a good take on the A/D CTF, and encouraged many others to try it after it's initial success.

Will do the rest when I finish playing. :)

Locutus
11-16-2009, 01:18 PM
Placeholder post. I'll be editing this a bunch of times, gonna go work on this right now. :D

A/D CTF Maps: | Gameflow | Balance | Detaling | Optimizing | Style | Comments
ctf_vector:| 2 | 4 | 5 | 5 | 4 | A really nice map, I found myself looking around rather than wanting to play this one. Everything in this map is up to par with your previous maps (and even Valve maps) but I noticed that the flow tends to get a bit muddled up towards the final stage. I found that having the flag spawn in the same spot for the first two stages was consistent and felt natural, but when the third stage came around it really had me confused as to where the hell my flag went. Overall I like this, it shows just what you can do when you put your mind to it.
ctf_harrp:| 3 | 3 | 3 | 5 | 4 | An interesting map to say the least. I noticed that you used the same snow texture throughout the map, including the skybox, so it was hard for me to see where the edge was on cliffs such as near blu spawn on stage 3. I realized that the layout is really confusing compared to most maps when I found myself at the second point on stage 2 without having capped the first yet. Overall the layout is confusing, so it could use some more signs or something, and the detailing is really shoddy compared to your standard valve map.
ctf_bayou: Played | N/A | N/A | N/A | N/A | N/A | Comments
ctf_snowdrift: Played | N/A | N/A | N/A | N/A | N/A | Comments
ctf_slate: | 1 | 2 | 4 | 3 | 3 | A very fast paced map, that requires way too many engineers to defend. I noticed that there took at least 3 or 4 engineers to even slow down blu in the first two stages. Then when it comes to stage 3, the second CP is almost impossible to cap as blu, even if there's only one red engineer. The flow is sporadic, and the gameplay starts off fast and ends terribly. But it looks very nice compared to most other contest maps, and you put quite a bit of work detailing it.
ctf_panamint:| 5 | 4 | 3 | 4 | 4 | This map flows very well and it feels almost natural to be playing this gamemode here. This map became pretty much the standard to which I compare other CTF A/D maps to, and I think you ought to feel good about that. It isn't quite as detailed as some other contest maps right now, but it could easily become one of my favorite maps.
ctf_premuda: Played | N/A | N/A | N/A | N/A | N/A | Comments
PLR Maps: | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_scoville:| 3 | 4 | 4 | 3 | 4 | I found this map very interesting. It seems to take a leap forward in technology compared to what you'd see in your standard TF2 map, and I don't really hate that. Really good detailing on the areas that have been completed, but I'd like to see more props in stage 2 and cut down on the line of sight for stage 3.
plr_solitude:| 4 | 5 | 4 | 5 | 4 | A very cool PLR map to say the least. Gameplay is fast but not to the point where either team can really steamroll with any ease. Very well balanced and it looks pretty darn good to boot. I really like this map and I'd like to see it progress into a final form.
plr_animus:| 1 | 2 | 3 | 2 | 1 | There are quite a few things wrong with this map. The lighting is horrid, giving off terrible shadows that go in multiple directions. The gameplay is really messed up as well as the timings, I noticed that the first time we played this that my team literally steamrolled the other team and it was really sad how easy it was. The only stage that even works somewhat is stage 2, where we pretty much end up stalemating anyways.
plr_nightfall: Played | N/A | N/A | N/A | N/A | N/A | Comments
plr_rollout: Played | N/A | N/A | N/A | N/A | N/A | Comments
plr_cornfield:| 3 | 4 | 3 | 3 | 2 | Very interesting take on the whole PLR style of map. I like the overall layout and gameplay, and the custom effects for the final stage are pretty darn cool.
plr_panic: Played | N/A | N/A | N/A | N/A | N/A | Comments
plr_artic:| 4 | 3 | 2 | 4 | 3 | This map flows fairly well and I haven't encountered any glitches on it. The problem is, although it's gameplay is nice it's really lacking detail and feels pretty empty. I noticed that the gameplay can be kind of fast, where almost always one team steamrolls the other. The game flows pretty much the same way that Pipeline does only without stalemates on stage 2.
plr_highwind:| 3 | 4 | 4 | 3 | 5 | This is probably one of the coolest looking maps out there right now. I really like the huge windmills and the underground area. The problem I had is that it's a single-stage PLR map, which breaks the standard that Valve set with their version of payload rush. In all honesty I think this would make a very good Arena or CTF style map. Maybe if you push the spawns back a bit it would even be a great KOTH map as well, but as it is the PLR gameplay seems incomplete and makes me wish there was more to it.

Okrag
11-16-2009, 03:46 PM
|Flow|Balance|Detail|Optimization|Style|Comments
Animus|2|3|4|3|3|Pretty slow paced. Too much distance between carts starting points on stage 1 & 2.
Arctic|2|3|2|4|2|Too many ways to get into opportune spots in the enemy base. Track extends too far into enemy base on stage 2, slows gameplay.
Bayou|3|2|2|1|4|Not enough combat between points. First couple points are too easy for Blu. The slant house point is fiendishly difficult.
Cornfield|4|3|2|4|3|One of the better PLR maps. Flow is excellent on first 2 stages, good use of curved tracks to keep the map compact so that the cart is easily accessible without making the tracks too short. Final point is less successful, the reason this design worked in Pipeline is because the horizontal spawn meant all parts of the track we're easily accessible from the get-go with no down time. (This is a message to all PLR map creators, not just the creator of Cornfield specifically.)
HAARP|4|5|5|4|4|Definitely one of the best maps in the contest and one of my favorite custom maps period. Combat flows well from point to point. Good vertical elements in all stages.
Highwind|2|1|3|3|5|Excellent ideas went into this map, but the flow is poor when the cart gets into the base without actually being capped, it is also too easy to control the center. Also, Blu can't cap. Map looks very good and is extremely unique with its take on the gamemode.
Nightfall|5|3|4|3|4|A good map that uses curved tracks, vertical gameplay and shortcuts effectively. It is a shame it isn't played often.
Panamint|3|2|2|4|4|A good map with good vertical gameplay. 2-2 is very hard to cap, would help if it wasn't so enclosed.
Panic|4|3|4|4|5|Good map, Good use of curves. Last stage, while not perfect, relieves some of my frustration with the gametype by giving an alternative to cart v. cart combat.
Premuda|3|2|5|3|3|Good map with decent flow, tends to get hung up on 2-2. Looks beautiful.
Rollout|F|B|D|O|S|Haven't had the chance to play.
Scoville|4|3|2|2|3|Good map with decent use of curves, very poor FPS.
Slate|3|2|4|4|3|Pretty good. Attackers often have trouble with 2-2. 3-2 is useless because defenders often can't reach it before it caps. Last cap is very easy for attackers.
Snowdrift|3|2|3|4|4|Unique take on gameplay, focus on chokepoints between points instead of on them is a good concept, however, unless you have someone staying back from the fight and watching the point, scout caps will happen often.
Solitude|F|B|4|4|S|Pretty much my fault but I haven't had the chance to play offense on this map past the first point, which uses its X-shaped design and multiple spawn exits to keep players close to cart and point. Detailing is good.
Vector|5|4|4|4|3|Very good map, long bridge on last point feels like dead weight. Hard to stop scout once they are on the bridge unless you have someone on the point, which is unlikely considering how easy it is for Blu to snipe people on the point.

Westerhound
11-16-2009, 04:40 PM
More to come when I get to play more!
|_Flow_|_Balance_|_Detail_|_Optimization_|_Style_| _Comments_
Animus|2|2|1|3|2|What's this? Prolly the main question that was in my head while running from place to place in this map the first time. There is pumpkins, a bit spytech maybe, some industrial, waterfalls, voodoo effects and a bit redish lighting. It could be awesome if you focused on one thing, but throwing in 20 different styles into one map doesnt work. The distances of stage 1 are huge, which generally makes engis important, which I don't really like. I think you've started this map with an idea that failed, and then you've just been drifting around different ideas and now you've made this mess of different things that don't fit each other
Cornfield|4|4|2|5|5|Ain't played this that much but I like it. I don't really know what to say bout this as to me it's like an example how a map should be. It's good, but there are better maps out there (tho this is better 99% of the other maps ;)). The last stage is also the best 3rd stage in a plr map yet in my opinion. I also love the detailing of that stage, so this will probably look awesome when finished. Please note that I will hunt you down when it is finished if you wont tell me whats in the box.
HAARP|4|3|5|4|4|The map plays awesomely, and it looks awesome too. It's not too cramped (a bit close at 2-2 tho), nor too open at any point. It can clearly be seen that places like CP 3-3 is thought out by looks first, and then later adjusted to play properly. The details are nice too. Just a few complaints. Stuff like the computers at each CP feel weird to me. The detailing of each CP is fine but that damn computer screen with green text just feels so un-tf2-y to me that it's unbelievable. And those few computer screens are also the reason why I give you 4 in style instead of 5. Call me nit-picky, but it ruins the CPs for me.
Nightfall|4|3|3|4|4|The best alpine detailing I've seen. The third stage is still in dev tho. I'd like to give you 3.5 on detailin, but there are fully detailed maps with 4 so... The flow is good. the balance is another thing tho. I've never run into a tight battle at the first 2 stages. Kinda seems like that once one team has gone past maybe half or 3/4 of the track they win, unless the other team gets some surprising adventages like the best players joing them or leaving the other team. Ain't played the new 3rd stage more than once so wont start criticising that. The fps isn't the best either. Maybe you use the rain with collisions, I don't know but me fps is worse than on Valve maps here.
Panic|4|3|4|5|5|My favorite PLR evah! The balance isnt maybe as awesome as some other maps, but I've yet to see a really well playing PLR map anyway. The detailing is nice. I'm not really sure where this is trying to be (like where in the world) with the redish/orangeish environment and a few trees here and there, but it doesnt look bad, so points for that. The special starts with cart rolling down and the exploding wall is a really nice way to make it easy to remember. However the second stage is still a bit meh. I think you said you were in a hurry so you just slapped some textures in and made some minor details, so this can probably still look much better. Ain't noticed any FPS drops either, so I'll give you a 5 in optimization.
Premuda|3|4|5|4|5| It’s yellow. A nice custom theme, though the yellowness gets annoying sometimes when you get jarated in combat, but otherwise it doesn’t interfere with gameplay for me. The last stage used to be really confusing. It got better at b1, but it’s still easy for players to get lost there, but otherwise the map is easy enough to understand. I love the small details, like stairs being bit borked etc.
Scoville|4|4|3|3|3|The lags, the bugs and the ugly :/ In a gameplay (not considering fps) aspect the map isnt bad. The carts are a bit buggy tho, the fps is bad and the detailing is meh. Prolly will be good ocne you finish it, but right now it's too laggy at times for me too play properly. I don't really know what to say more than this. Detail it, optimize it, and you win a cookie or two!
Slate|3|4|4|3|5| I see Dustbowl here, or maybe I see it more than I should because you said that you copied it a bit. It works better than Dustbowl though. The defense can’t rely on sentry farms, but BLU cannot win by just rushing either. The detailing is also nice, and it fits the style well, but playing this map with 20-30 fps isn’t fun, so optimize it better!
Snowdrift|5|3|4|5|4| One of the best “flowing” maps in the contest. The single stage along with the wide main path through the entire map makes it really easy to understand. The balance wasn’t as good though. The defense always wins at the 2nd or last CP (unless the teams are unbalanced of course), and I’ve yet to see the 3rd CP to be a problem for BLU. The detailing is done well, but, and maybe this is just me, it seems a bit non-TF2-y in style.
Vector|3|3|5|4|4| Love the way it starts off somewhere that seems unpopulated and desertish and then smothly moves to a dark spytechy place. The different paths are as clear in any Valve map on the first two stages. However on the third stage I tend to always get confused. Even if I’ve played it lots of time already, I still get lost on that stage. Also, the entire map is a bit too choky for my liking, but instead the paths on the first stages are easier to learn than most other good maps. The map also seems a bit leaned towards RED.

supersandvich
11-16-2009, 06:42 PM
I will edit this post once i have thought of something to write :p


|Flow|Balance|Detail|Optimization|Style
Animus|3 The layout seems straight-forward but i still often get lost and don't know where the paths will lead|4 Each class has it's use like normally, but i feel some of the paths are useless.|2 Some unfinished areas, buildings look great but the lighting isn't so much.|5 Don't notice any FPS Drops.|3 While the style is unique, i still think the dim maroonish tone is ugly and not very eye pleasing.
Arctic|5 I know where to go, never lost, and the carts are in predictable places.| 3 Stage 1 and 2 are fine, but i feel stage 3 is the one that puts it down. It feels way to open and way too much of a height difference. There are alot of unused areas and the fighting feels scattered.|2 Mostly everywhere is dev textured, but i like the area outside of stage 1 spawn.|5 Not much detail so my FPS is always high| 4 I like the industrial theme in the snow, looks great. I don't like stage 3 much, it's hard to make out what it is.
Bayou|4 Good flow, i only get lost sometimes but i learn it anyways.|4 I personally think C is too easy to lock down, sometimes B but other than that i don't notice any classes struggling.|4 I love the use of the swamp theme, but some areas are plain and look unfinished.|4 Notice a solid FPS except near point C| 5 I love the use of the swamp theme, and the idea of a rocket coming out of the swamp and a titlted mansion is amazing! :D
Cornfield|4 pretty obvious where to go, but i feel stage 2 is too easy to flank and the battle seems a bit scattered.|5 Don't notice any classes that struggle, engineers can't lock the points down and it is fun to play|3 If stage 1 and 2 were detailed i'd rate this a 5, but judging stage 3 i love the detailing. Good use of wooden buildings|5 Solid FPS, mostly due to the undetailed stages :p|5 I love the cart model and the theme of stage 3.
HAARP|5 When i play this map i know where to go, no winding paths and everything is straight-forward.|4 I've seen red and blue win all the stages so i don't see any problem with balance. Each class has their own role in this map but i feel scouts are bad on this map due to sentries, mainly on blu. |4 The detail is amazing except near the final areas. I feel some of the walls and areas are plain. |5 I don't notice my FPS dropping|5 I love the style. Who doesn't like evil bases on the edges of cliffs! Not to mention the detail and style go hand-in-hand.
Highwind|3 Obvious where to go, but i dislike how there is little height advantage. We already have granary for boring layouts :c|4 Good balance, but i feel snipers dominate in too many areas.| 3 I like the theme, but because of the layout comes plain areas. Some buildings have random blue stripes that would look better if they were alligned.|5 Solid FPS, nothing to complain about| 4 I like the style and setting, except for the bright green grass D: it looks like paint
Nightfall|5 Always know where to go, never lost, and i like the way the paths are layed out.|5 Great balance, every class has it's place and each path has it's use too.|4 have to rate this a 4 due to stage 3, but stage 1 and 2 look great!|4 Notice a slight FPS Drop is some places, but i don't know if that's only me.|5 Great use of the alpine theme.
Panamint|5 I always know where to go and what's ahead of me| 3 It feels stage 2 is way to easy for red, only way blu will win is if they demojump cap or if the teams are greatly stacked. The height advantage for red is way too much|3 Some unfinished areas, and the areas that are detailed feel plain.|5 Solid FPS, no complaints| 4 You captured the goldrush feel very well, but it still feels plain because of the undetailedness :c
Panic|4 I know where the objectives are and where to go, but some areas are too dark and i lose some sense of direction being in them|4 Each class does well, but i don't like how stage 3 can be determined by 1 crit sticky and now hope of winning after that.|5 Detail looks gorgeous and each area is consistent.|4 rarely notice FPS drops but they do happen.|5 I love the theme. The ending is amazing and you captured a creepy dark forest pretty well
Premuda|4 I know where to go, but stage 3 feels akward attacking for blu. Being so far below from the cap point feels akward|4 Each class has it's strengths but i feel defense engys are a bit too powerful|4 Detail looks nice but i don't like the pure yellow lighting, conflicts with too many colors.|4 Some FPS Drops here and there but it's usually fine|3 I love the island theme but the yellow lighting is a killer, especially since your old skybox went so well with it
Rollout|2 Stage 3 i don't know where to go or what to do. I'm often lost and i don't see many players.|3 Classwise it seems good but it's too hard to defend in some areas due to being lost|1 Detail is non-existant, and why is there a hollowed cube in the 3d skybox with sky tetxures slapped on them D:|5 Solid FPS due to it being undetailed|2 Not much detail, but i like the artificial lighting and the industrial aspects
Scoville|5 When i play i know where to go. The map is pretty straight forward and the layout is memorizable.|5 Each class has it's ups and downs in areas, and i don't feel any class is doing bad everywhere in the map.|3 Going to have to rate this 3 due to the unfinished areas, but i love the detailing on stage 1. it really does feel cold with the blueish tone and the yummy lighting|2 Poorly optimized. I notice bad FPS pretty much everywhere, but it is still playable.|5 Love the theme for stage 1, and the shapes for stage 2 and 3.
Slate|4 I'm never lost except for that area in stage 2? The exits feel cramped and the transitions from wide open areas to cramped tunnels and buildings feels akward.|3 Difficulty doesn't seem to go in the order of the stages, stage 3 is way to easy for blu.|5 Detail looks nice everywhere, great use of the alpine theme|5 Solid FPS everywhere|4 Good use of alpine, but i feel the ending could have something more epic
Snowdrift|4 I'm never lost but i don't like how at the end it feels cramped with long sniper sightlines.|4 Good balance, but i don't like the no blocking, and the 1st 2 caps seems easy for red compared to cap 3|4 Detail is nice and looks the same everywhere, but it feels plain and everywhere is a same boring building|5 Solid FPS|4 I like the theme, but it feels the same everywhere and it doesn't feel like blu is capping anything of importance
Solitude|3 Stage 3 is a killer. Fighting is scattered and not many people pay attention to the carts|5 Great class balance everywhere and attacking/defending seem to be of the same difficulty.|4 Detail looks great but i feel some buildings/areas are lacking|5 Solid FPS|4 The theme looks great but the color scheme looks like vomit and poop, my personal opinion though
Vector|5 I know where to go and i am never lost. No complicated areas and no pathways i always avoid.|4 Each class is good on this map, but stage 3 is where it seems to do bad for scouts and stickyjumping/rocketjumping people.|5 Spectacular detail, everywhere is consistent and looks good.|5 Don't notice any FPS drop.|5 Amazing spytech and use of the hydro theme.

Ten19
11-16-2009, 09:37 PM
Stealing the table layout I'd like to use (cheers Owl!). As of this last edit, my voting is complete.

A/D CTF Maps: | Gameflow | Balance | Detailing | Optimizing | Style | Comments
ctf_vector| 3 | 4 | 5 | 5 | 4 | Having seen Vector since a17, I can say this has definitely come a long way and looks damn good in the process, especially the interior work and the custom intelligence. Some of the flow decisions are still a bit awkward but in the end, it played very well, leading to nice balance on both sides.
ctf_haarp| 5 | 4 | 4 | 5 | 5 | Another map I've had the pleasure of playing early versions of, HAARP has also blossomed to a nice polish, especially with the surrounding landscape and custom CPs. It plays very well and clear attention has been given to how players flow on both sides. Compared to the other A/D maps, though, the lack of a countdown to when the flag will respawn after a CP capture stands out.
ctf_bayou| 3 | 2 | 3 | 3 | 4 | It's a cool concept, a nice implementation of the Swamp theme, and a neat take on the A/D model. However, Bayou falls short in a few areas, namely some awkwardly cramped areas, inconsistent and occasionally sloppy detailing/signage and some flow and balance issues (such as points that are too easy to defend).
ctf_snowdrift| 4 | 4| 3 | 4 | 3 | Snowdrift has always had a sparse feel to it... the building themselves look good, but the interiors feel as though they could have had a bit more polish. It flows and plays pretty well, especially the smaller, but well-defined blocking zone. Despite the potential for getting lost the dynamic signage is well implemented. Another A/D that would have benefited from the post-Cap intel countdown (though I like the touch of the intel sliding up out of the ground).
ctf_slate| 4 | 4 | 3 | 4 | 3 | Slate's clearly been gone over with a close eye for detail and atmosphere, as well as how tight it plays. Another excellent example of smaller yet well-defined blocking/capture zones (and post-cap rising intel). The third stage 3-point model also really helps keep things interesting. It's hard to get a real feel as to the overall environment, though, and the style feels a bit disparate from one stage to the next.
ctf_panamint| 3 | 3 | 1 | 2 | 2 | Between the ever-present devtextures, raw blocky brushes, and sparse detailing, Panamint feels incomplete, like it doesn't really have an identity yet. A few gameplay elements are promising, such as the spiral in Stage 2, and the handful of interesting conflicts between teams. Also, bonus points for the sweet-ass laser cannon.
ctf_premuda| 4 | 4 | 5 | 4 | 5 | It's evident at first glance that Premuda made a bold choice for the ambient light throughout the map, a choice that ended up working out very well, as, between the lighting and small touches throughout, I definitely get the unique stormy paradise feel I think it's trying to convey. It also helps a lot that it plays very well, with obvious attention given to methods of attack and defense. Additions of custom models and a post-cap intel countdown are also a plus.
PLR Maps: | Gameflow | Balance | Detailing | Optimization | Style | Comments
plr_scoville| 3 | 3 | 2 | 2 | 3 | Scoville conveys its frosty theme well ( at least in the fully textured first stage) and brings with it a nice PLR battle with a excellent smattering of tight spaces along the track. It doesn't really take advantage of the z-axis, though, as most of the track (and resulting action) is along a flat plane. Also the fact that it is incomplete is frustrating, as I feel it could have done very well with additional polish. Bonus points for the fantastic finish.
plr_solitude| 3 | 4| 3 | 4 | 4 | I rather liked the hazy desert afternoon feel of Solitude (though it sort of gets lost in concrete in later stages), and it certainly feels like a place, rather than a disconnected collection of areas. Some unique architecture leads to some fun conflicts with the other side. Also, stinging barbwire is a nice touch.
plr_animus| 4 | 3 | 3 | 2 | 3 | Animus was originally to be a unique PL map where the carts were powered by the souls of killed players. The map is stylized to match this, with a spooky halloween-ready atmosphere. Being converted to a normal PLR though, I think it's lost its identity, and we're left with a sort of the remains of the idea. The gameplay is pretty good actually, though a few glitches, awkward brush/detailing and insufficient lighting work against it as a whole.
plr_nightfall| 4 | 4 | 3 | 4 | 4 | Up until Stage 3, Nightfall is fantastically polished and really sets the mood I think the creator was looking for. The cart paths brought a lot of fun conflicts, especially with slow momentum race of the last stage. The lack of full textures on S3 and a few texture/prop oddities throughout were the only real negatives here.
plr_rollout| 3 | 3 | 2 | 3 | 2 | Rollout has a lot of cool things working for it right from the beginning, but the fact that it remains rather rough and unfinished overall is disappointing. Rolling bombs into train cars and trucks and the attention to ambient activity is a big plus, as is some genuinely fun plr gameplay, including some enjoyable implementations of verticality. I look forward to seeing Rollout when it is in a completed state.
plr_cornfield| 4 | 3 | 2 | 3 | 2 | It's hard to say what Cornfield will look like as a whole when finished (where is the corn? Is it in the present?) as, aside from the last stage, it is mostly dev textures at this point. Gameplay-wise, though, it is very solid, and led to some fun battles. The ending is pretty unique too. Also, you'll leave asking yourself... "what the hell is in the box?"
plr_panic| 4 | 4 | 3 | 4 | 5 | The atmosphere of Panic is understated but effective, and the lighting nicely offsets the dusky feel outside. The interiors feel a little sparse but the overall geometry leads to some fun fights. The first two stages begin with an interesting event of sorts which makes things feel a bit more engaging than just staring at a bomb. Also, the "fight against the tide" approach for the third stage really goes a long way toward providing some unique gameplay to the already hectic third stage, including offering an alternate way to win the match.
plr_arctic| 3 | 4 | 2 | 2 | 2 | I really liked some of the things Arctic attempts to do with bringing the opposing tracks together in tight spaces, it lead to some intense firefights. Theme wise, it's clearly a chilly venture, though, as the sky will plainly tell you, it is in Alpha state and as such is not very fully detailed, nor many brushes fleshed out (though what has been done has a nice look to it). A really good start, though.
plr_highwind| 3 | 3 | 3 | 2 | 2 | The almost neon-green grass and windmills of Highwind are proof it is trying something unique to be sure. Unfortunately, the fantasy theme seems to clash sharply with many of the core TF2 elements, leading to a jarring experience. Gameplay wise, I really like the concept of the "laps" model, wherein each team each tries to race their bomb to the end as many times as they can before the 20 minute mark, though the scoring mechanism did not work for one team in a few tests. Aside from the style, most of the geometry and detailing are fairly pleasant to look at. I'd really like to see the gametype polished and implemented in a more TF2-style map.

eerieone
11-17-2009, 12:12 PM
http://dl.dropbox.com/u/1060304/cp%20map%20rotation/_ctf.jpg


http://dl.dropbox.com/u/1060304/cp%20map%20rotation/bayou.jpg
|Flow|Balance|Detail|Optimization|Style
Bayou|2|3|2|2|3

I like the setting of this contestant and the swamp-pack was decently put to use.
Unfortunately it feels often rushed.
The gameflow doesn´t feel directed, even after playing it several times i felt disoriented.
There are areas where you feel that you need something to hint you the direction,
and places like spawn, where there is an information overload.
It felt decently balanced , but i guess often because blue could´t coordinate their attack because they team was all over the map searching for their way. what i missed were staging areas, where a team could gang up and then collectively attack.
There is a good amount of detailing in the map, sadly most of it is via props and i feel that the map drowns in that aspect.
Some areas miss a "theme", something like a story-arch provided by the environment.
The biggest hit was the optimization, Point 2 especially was a slide-show for me.
I believe you´re on a good way with the map, but you´d need to re-arrange some areas to make them optimizable.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/haarp.jpg
|Flow|Balance|Detail|Optimization|Style
Haarp|4|3|4|5|5

This is one of the maps which i give great points for providing a story arch
(i know, it´s always the same old "start in the outback and work towards the HQ", but that´s the least you can do)
Each area has its own charismatic point with proves positive to gameplay, people know after playing it one time, where to go.
Both teams have a fair chance to win this map, though some points feel too effectively protected by sentries, or not at all vulnerable when you squeeze 5 reds onto the point.
I wish there was more then one way to approach the Capture Point,
it feels like you always need to tankrush to get the cap.
Can´t say anything negative about optimization.
Style and Detailing are mostly well executed, there are just some bland and boring corridors which could have benefited from some love.
The Map takes its own spin combining hydro with snow and feels multilayered.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/panamint.jpg
|Flow|Balance|Detail|Optimization|Style
Panamint|4|3|2|4|2

Lovely little Panamint, i wish you to grow up and become strong. Definitely finish it, Mr.Hanz.
What i like about you as a mapper is that layouts often feel fresh and not copied from another map,
at some points you did so, other points feel a bit awkward. Point 2-2 is some strange mutation
(i never liked the badlands prop) and the final point is anti-climactic and needs more awesomeness.
I always knew where to go, panamint has a straight forward layout, with little occasions to get lost.
Vertical gameplay is fairly balanced too.
The balance is fair up to the awkward points i mentioned, 2-2 is too hard for blu, 3-2 too easy.
Not much i can say about detailing, because there is almost none.
From the few detailed areas i´d say that you have to find your own way of detailing (Goldrush-Spawn :/).
No problems on the optimization-side, but that´s because most of the map is still in Dev-Textures.
Unfortunately i can´t say much about the style either, only thing we see is that it´s going to be desert-ish,
i wish you would have used more time on detailing, at least the first 2 points,
so we can imagine what the final product might look like.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/slate.jpg
|Flow|Balance|Detail|Optimization|Style
Slate|3|3|4|4|3
I have some problems with slate, it feels (as someone already mentioned) flat, both in gameplay and visually.
It feels strange to be set into an alpine environment but without having any vertical alterations.
I often got lost, because everything looks the same. I believe that´s the Sawmill-Syndrome, there is just not enough variety in the textures, no shadows or lighting that provides contrast. In addition to that, the doors in Red´s last spawn were the most frustrating part.
Balance also worries me, i know you wanted to have faster gameplay, but it just feels disproportional having such a big map and so little time to cap. Blu is always on the winning side because up to the last point there is no way engineers can defend the points, i find the blocking-area too small.
Can´t complain about detailing, great as usual, not cluttered, not empty, fair amount of details. Only gripe is that you could have used other textures to make awesome cappoints.
Optimization was never a problem on your maps, so it´s not a problem here either.
I wish you´d dare more when it comes to Style, we all know that you can execute the given themes perfectly, but i´d like to see something new, something that blows my mind or at least mixes up some themes,which ain´t happening when i play Slate, it´s just boring old Sawmill depression :(

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/snowdrift.jpg
|Flow|Balance|Detail|Optimization|Style
Snowdrift|3|4|3|5|3

The single-stage variation of the mode plays decently, the Spawn layout is very fair
and leads to encounters, where they should occur.
Unfortunately i have often just faught for cp1 and cp4, the in-betweens were capped to fast,
often because players didn´t exactly know which point comes into play now,
so the middle-points were left unguarded.
Detailing for me is a good use of interesting brushwork and props,
you score on the props-part, nothing seems out of place and there are
some neat prop-constellations that fit in perfectly.
On the other hand, most of the interiors look too much the same, rooms without any purpose.
Can´t complain about optimization issues, the layout is well crafted to ensure standard framerates.
Snowdrift for me has the same problems as slate, it ignores the importance of having
some landmarks in the environment, something that cheers my eyes.
All buildings have +/-1 floor the same height, and most use the blu metal panel texture.
I often feel that snowdrift is just blu in several shadings, no contrast whatsoever.
Oh, yeah, skybox... plz make it more interesting.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/vector.jpg
|Flow|Balance|Detail|Optimization|Style
Vector|4|5|4|5|4

Vector, oh Vector...
I´d like to give you full points on Gameflow, knowing that you pressed out the most alphas
and testing that the gameplay is as smooth as Megan Fox´s rear end.
But although i love Miss Fox, i want to have to struggle at some points, have an advantage on others.
It´s just too streamlined and lacks some personality.
Balance is fair, full points there.
Detailing is mostly awesome, but if you look closer, things seem a bit rushed,
conduits not connected to ceiling, skybox suddenly ending.
Full Points on the optimization front.
Style...hm...it´s hydro, so it´s tf2, therefore you should get 5 points, because that was well done.
Still, i wished you would dare something new, different skybox, some new textures.


http://dl.dropbox.com/u/1060304/cp%20map%20rotation/_plr.jpg


http://dl.dropbox.com/u/1060304/cp%20map%20rotation/animus.jpg
|Flow|Balance|Detail|Optimization|Style
Animus|2|3|3|3|4

Unlike many, i like Animus for it´s style, the downer is the gameplay.
Even early in development, we gave you the feedback that the stages are way to big.
Half the map, both teams are just pushing their cart to the middle,
then they struggle, push until 3/4 and get gibbed.
From this point on it´s a fight for millemeters/inches because the travelling distance is just too huge.
There is too much wasted space. One third of the first 2 stages are just unneccessary.
It´s hard to talk about balance in symmetrical maps, it comes down to if sentry-positions are
overpowered or sniperlanes too long. I give you a 3, it´s not bad in animus, but because of the length,
defense and offense seem unfocused, just so many ways to get to the other side that D&O end up scattered.
I like your ambitious detailing, except the pumpkins, they are too bright.
You get only 3 due to the remaining dev-texturing.
Can´t complain much about optimization, didn´t get any major fps-drops or spikes.
You tried to pull off a new style, and i´d say you mostly managed to do so,
what stands out negatively for me is the sky that just feels a bit off. and the overall toning,
a bit less purple&orange would be nice.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/arctic.jpg
|Flow|Balance|Detail|Optimization|Style
Arctic|-|-|-|-|-

need to play that more...

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/cornfield.jpg
|Flow|Balance|Detail|Optimization|Style
Cornfield|3|4|3|3|4

This would be one of the top dogs if only you had rushed up a bit more to finish it.
The last 2 stages flow quite well, the first one has some weird sideways that don´t really benefit the flow.
I liked the earlier versions of stage 2, the new edit makes it more complicated for the
losing team to get the leading team off their cart.
Would the detailing be finished, you´d get a solid 5 but since most is missing, it´s only 3 :/
Something that recently caught my eye is that you use sooo many different materials
on buildings that should only have one or two. If everything wasn´t covered
by the pinkness it would look very patchy.
Can´t say more about optimization, but i believe you will run into some long sightlines
and will need to add something that blocks the view.
Dude, where is the corn? You promised it and never delivered. -1 for that.
Other than that, you pulled off your own candy world pretty well and
i´m looking forward to the final product. :)

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/highwind.jpg
|Flow|Balance|Detail|Optimization|Style
Highwind|2|2|2|4|2

Highwind feels a bit short for my taste, i´m always hoping for the next stage that will never come.
The single track has a massive chokepoint which is hard to overcome, many times both teams got stuck at it,
and only managed one or two caps.
The gameflow is a bit flat, the only height-differences are the platforms inside the building.
Not having a variable like height it´s always the team with the most kill-skill that wins.
If both teams are the same, you get stale-matey 20 minutes :/
Personally the detailing doesn´t shine, several textures are mis-aligned, several support-structures are missing,
there is no skybox, and you have palm-trees in an alpine environment?
Optimization is good, no complaints there, you get only 4 because the map feels empty,
so i don´t know how it would perform with more detail.
The high-contrast grass and the over-the top color are too much, tf2 is cartoony enough as it is.
Shifting it more toward neon just doesn´t feel ok to me :/.
I just don´t feel the theme coming together, there are too many factors that just don´t snap.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/nightfall.jpg
|Flow|Balance|Detail|Optimization|Style
Nightfall|4|4|4|4|4

This is my favorite PLR Contestant, up until the last stage, where it breaks for me.
Not because it´s not detailed, but because i dont like the detour and then the downward slope,
where it doesn´t make sense that it´s not rolling down by itself.
That winning Checkpoint should be further up the ramp, which would reduce the grindfest at the end of the ramps. Detailing is pretty awesome, it´s a less depressing sawmill, and i appreciate that.
Optimization could be improved, but is almost top-notch.
Style is consistent throughout the map, the buildings veriate nicely and you cheered up sawmill.
That´s what i missed in Slate. :)

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/panic.jpg
|Flow|Balance|Detail|Optimization|Style
Panic|-|-|-|-|-

need to play that more...

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/rollout.jpg
|Flow|Balance|Detail|Optimization|Style
Rollout|-|-|-|-|-

need to play that more...

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/scoville.jpg
|Flow|Balance|Detail|Optimization|Style
Scoville|3|3|3|2|5

Oh man, if not for the giant framedrops, people would avait the next release asap, but as it is now the 2 memorable things are Framedrops and way behind the grand explosion. Make optimization your very next goal.
The gameflow is rather simple in the first 2 stages, the are also quite alike, 2 being a bigger version of 1, this leaves a bit unsatisfied, it feels like the unbeloved child.
The most frustrating part was rolling the cart to the final cap on point 3, even with gazillion of people on it, it felt like a limping snail. I suppose the cause is the Fan sucking it back, but nobody really gets that because that´s the only time that happens. change that plz. make the last meters longer and give the cart its normal speed.
Balance is simple, though i´d wish there was one or two quiet corners for engies to set up their gadgetry.
From what is visible, the detailing is excellent, no doubt the final product will shine.
Opti... m..i... ehmmm, lets not talk about that ;)
The Style is unique and well executed, dipping blu more into the greyish-area amplifies the cold of the map, i like that choice of colors. Player are well contrasted.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/solitude.jpg
|Flow|Balance|Detail|Optimization|Style
Solitude|-|-|-|-|-

need to play that more...
__________________
now continuing with plr

FreeLance_FoX
11-17-2009, 09:50 PM
I stole from Fearlezz... I should probably credit him. :3

In any case, my table also looks a little mis-shapen so I may reformat it later. =/

CTF Maps: | Flow | Balance | Detail | Optimization | Style | Comments
ctf_haarp | 5 | 4 | 5 | 5 | 5 | Of all the contest maps, I felt that in its concept phase haarp was a weak idea that didn't have anywhere to progress. My mind, however, was changed drastically. I really think that in this case the beautiful result is a result of the seemingly endless hours you must have put in, Spud. The setting came together in a crisp and slick way that is second only to Valve. The balance was always such a troublesome thing and I know you made many subtle adjustments over the versions. I can imagine with this new game type, you really had to work at it to maintain the beautifully simple design while also making it play well. This is my overall top pick! :D
ctf_premuda | 3 | 5 | 5 | 4 | 5 | This was my original favorite, just because of the immense promise it presented via its new environment. The colors, which some people find garrish, I find strikingly beautiful. I have spent more hours walking around alone in this map than playing it, I believe. As always, the detailingis in your trademark saturated and quirky style that really stands out from the crowd. When you finally added the skybox in the recent versions I could finally see it coming together, and more so than any other map I can't wait for this map to be finished! Gameplay wise, I've always been a fan of your ideas but in practice some of the stranger geometry for the CPs has gone badly. The balance seems great to me but it's more the flow that's the issue, with all the holes, deathpits, rooftops, etc. I love it, but it could stand for simplification.
ctf_vector | 3 | 4 | 5 | 5 | 5 | Oh... how I love Vector. I love its style and simplicity, but as I think you know Icarus its always felt just a little off. You pulled the theme off beautifully, the gameplay is acceptable by the sparse standards of push ctf play that we've established, but as you will admit parts of the layout feel... dustbowlish. Not just like you borrowed the landforms, but bottlenecked or tunnelish too in some areas. I love this map to death simply for the fantastic ideas, but the execution seems to be where it faltered.
ctf_panamint | 4 | 3 | 3 | 5 | 4 | This map did have a rough start, but it's changed so immensely that I think I've grow to like it quite a bit. While it still has unresolved balance issues, which I do hope you will continue to address before you release the final version, this map, I think, the most distinct and interesting geometry out of all the contest maps. The finished product, visually, is obviously lacking, but I can appreciate the idea of the theme, even if it is very standard.
ctf_bayou | 3 | 3 | 3 | 3 | 5 | Ah... Bayou. This one snuck up on me when it began to come together. I was surprised, above all, that you had the patience to complete this map when it was pushing SO many boundaries. It's hard enough to deal with this untested gametype, but to then pile on a heap of convention-breaking ideas like the tilted room and an entire new theme... I'm in awe! I'm so glad that you kept with this map, if finished and polished to its maximum potential, I can see it being the first swamp map to reach the wider community! Gameplay wise, it feels choppy but balanced, with an excessive amount of routes but nothing game-breaking. Detailing wise it feels very awkward still at this stage. You've done a great job integrating the swamp theme elements, but some of the custom things you've added like the brushwork doors, the railings on the boat, even those life-preservers... just feel out of place.
ctf_snowdrift | 4 | 3 | 3 | 4 | 3 | First off this map deserves many props as the only CTF map to approach the gametype from a single stage perspective. Very innovative, plus the use of the snow theme too! I feel like this map has a lot of work left to polish the gameplay, but right now the geometry and the visuals both feel nice and clean. Some of the areas do feel spammy or just constricting, but I think that all in all it comes out as a fun map to play.
ctf_slate | 2 | 3 | 4 | 4 | 5 | I've always wondered about this map... being the very first push CTF map, it definitely suffered some issues as far as the gametype. It has progressed SO far visually and I just worry that not enough effort was put in to the gameplay. With so many needlessly wide open areas, some oddly placed entrances, and long sightlines, I just feel like it needs a good revision. The visuals, though, are very very nice, extremely well done with the sawmill style!
PLR Maps: | Flow | Balance | Detail | Optimization | Style | Comments
plr_panic | 5 | 5 | 4 | 4 | 5 | Ah... Panic. Ravidge, you've outdone yourself! All the other plr maps certainly have a hard time topping this. I feel like it definitely has its weak spots, but the layout is so very memorable and the visuals are so stunning that it stands out pretty far above the crowd. I love the theme you've constructed, it's refreshing, and the gameplay still feels engaging despite being... plr. :P
plr_highwind | 5 | 5 | 5 | 4 | 5 | This was by far the biggest surpise of the whole contest, for me! I LOVE this map! I could play it all day, if only other people weren't bored by it. I just love the simplicity of the level design and the choice of theme, both innovative but still manage to stay connected to regular tf2 style. The cart, more than any other plr map in the contest, feels integral to the gameplay here. The whole middle of the map makes me so very happy, not to mention the windmills and palmtrees combination that I still maintain is sheer brilliance. Fantastic work! (I wish there were more stages!)
plr_scoville | 3 | 5 | 5 | 3 | 5 | Oh Scoville... I remember staying up until 3 AM waiting for a1, I was so very excited for a map set in Australia. To this day I'm dissapointed that you didn't continue that! :( Heheh in any case, I love the setting now too. It feels unique within the tf2 universe and yet very close to Valve's industrial areas. If you'd just finish it! Specific issues with me are... some of the needless side areas. Yes they really do break up the monotonous plr gameplay, but I feel like you've lost the cart as the focal point at some... points. =/ Anyway, I still LOVE Scoville!
plr_arctic | 3 | 5 | 5 | 4 | 5 | Well this was a surprise! The gameplay is solid and interesting, if a bit scattered, but what I love most about this map is your approach to the snow theme. The wooden areas that you've created so far, some of the more creative geometry, plus the ice cave, are all features that make this map one of the most memorable, especially so considering it's in devs mostly.
plr_nightfall | 4 | 4 | 4 | 4 | 4 | This feels like a solid and well-constructed map, very reminiscent of Valve! The gameplay seems solid enough and the visuals are very well executed. Really the only few issues I could point out were the wonky distributions of health in some areas, plus some of the confusing geometry in certain spots. Overall, very fun!
plr_cornfield | 1 | 4 | 3 | 4 | 4 | Oh... Cornfield. I think this was a great idea that went pretty wrong. I love it, I have admittedly had a ton of fun playing it before, but as far as the level design it feels very... uneven and confusing. I know the layout quite well, but the issue is that a LOT of geometry is just unneccesary. I don't even remember the alphas, I must not have played them, but I think if you were to strip this back to its basic, squared off, simple buildings, and then were to remove a LOT of the unneccesary small height variation (2nd stage, I'm looking at you), it would be a much more enjoyable map. The cart and the presents... I just always wonder if those are really final? =/
plr_solitude | 3 | 4 | 2 | 4 | 4 | This map was QUITE a surprise! It was pleasant, but left me wanting more. Specifically, I feel like the detailing is incomplete and very drab... in some places it doesn't make sense, such as the palm trees, or in other places it just makes me say WTF, like the barbed wire that actually DOES DAMAGE!? Ugh. If you were to remove the barbed wire as well as the piece of geometry above the other entrance to that area, it would be very interesting to see what kind of vertical gameplay resulted. Otherwise, I appreciate the simplicity of your design and the unique idea for the visuals. Just keep working at it!
plr_animus | 1 | 3 | 2 | 4 | 4 | Ergh. I want to be brief, but I really dislike the direction this map went. The geometry is beyond confusing in most of the main battle areas, and the majority of the side paths seemed extraneous to me. Furthermore, OMG the stages are HUGE. The style you decided on was a clever one, I guess, but you did not carry out in a way that does it justice. One thing that especially makes me not enjoy this map is the colors... I can tolerate just about anything in the name of creativity, but the blaring orange pumpkins and purple/orange everywhere is just... not pleasant. I'd love to see this idea through, though, it seems like there are just a lot of problem areas.

Cheers!

Ravidge
11-18-2009, 04:29 AM
============= CTF MAPS =============

Vector
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|5
Style|5

A really good map that I definately enjoy playing. Detailing is flawless and it feels like you're actually moving towards a secret spytech base with each stage. The gameflow is great, there are no issues getting around or finding the hotspots. But the connectors between points are often very cramped and while good for the overall balance they really break my stride! Balance has definately been a top priority for this map, going strong in a team vs team aspect. No issues on optimization, I get the expected framerates. The hydro theme is not a new one and vector does not have a peronalized "vector style", the way you've harmonized the entire map and nested it with spytech makes you regain the lost style points.

I still think it needs a few more tests to be a perfect 5. (class balance mainly) But it's definately a top tier map even now.

HAARP
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|5
Style|5

When I first saw this map I didn't expect much from it. It has since then become a keyword for this entire competition! It features a good mix of open and indoor arenas. There are some real tough chokes for blue to overcome, and simply having a slightly off class setup can render the whole fight impossible to win. Most of the time the only answer is head-on assault, a battle of guns, not much room for surprise attacks. May sound like a serious issue but it's works for the most part, but if there is room for improvement, this is where it's at. Optimization, detailing and style = Aces, it looks stunning and I have about the same framerate as I would on a valve map so that is all good.
The gameplay is undoubtably great but I feel there are a few missing pieces to this otherwise perfect contest entry.

Slate
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|3

A standard sawmill themed map, not much to make it stand out or look special. The strength of this map is it's fast and furious gameplay combined with open outdoors arenas. Not everyones favorite style of play, personally I like it when attacking, but have a lot less fun defending. You get overwhelmed quickly if you stray from the backbone sentrygun. Detailing is very nice, it really fits with the theme, but towards the end of the map there is still work to be done.
Since it doesn't bring much new to the table, it's hard to say it got a individual style, the stages blend together visually and I think some outrageous landmarks wouldn't hurt, hehe.

Snowdrift
Category|Rating
Gameflow|3
Balance|5
Detailing|4
Optimization|5
Style|4

When I see "you're heading towards Snowdrift" in the loading screen, I know I'm in for a good time. So far the map has been very enjoyable. But it has it's problems, which kinda cripples this otherwise interesting single-stage entry. The greatest issue is the last point, It's small and very cramped. The paths that lead to it are narrow and difficult to fight in, doesn't make for a good descisive battle... rather it's a chaotic kafauffle. Point 3 is not as bad, but seemingly impossible for RED to hold for any extensive time. The fun part of the map is definately playing as blue, The general flow of the map makes teamwork inevitable. The detailing is at a good level however I feel that there is much more you could do with it. There are a lot of areas that seem to have no purpose other than being a room, and the outsides feel naked. Simplicity is good, but alittle more detail would not hurt. You did well on working with snow before viaduct, good job on that!

Overall it's a nice map, with some haunting flaws, it lacks a punch but it's really fun to play.

Premuda
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|3
Style|4

I could stare at this map for ages, the detailing is probably the best of all entries. The skybox, the 3d sky, the odd displacement curves.. very beautiful. It definately is a stylish map, I've seen no other map like it.. Some really great ideas went into the theme and setting of this piece. I wouldn't say the flow and balance is bad, but there are undisputable issues, strange twisting pathways, gigantic heigh advantages and other stage specific things (chokes and such). I still scored it pretty high even with those problems because there are a lot of good design here that I really like, which outweights the flaws (but they can not be ignored!). Optimization is the devil in this map, my fps can be very jumpy and inconsistant in premuda. It's gotten better since the start but it's still an issue. And the filesize really is a bit on the heavy side, it is a 3-stage map and those are large, I know that. But from an optimization standpoint it still matters, and I think there is work to be done in this area.

Last words: Even more optimization, I know you can do it! And tone down the yellow ambiance just a little bit, It can start to get on my nerves after awhile. It IS a really good map, be sure of that!

Panamint
Category|Rating
Gameflow|5
Balance|4
Detailing|1
Optimization|5
Style|2

Cute map. It's layout is original and interesting, and I feel that each stage gets progressively harder (except 3-2, that one is too easy to cap). It's fun to play both red and blue and I think you have gameplay tuned in pretty nicely! The problem is the detailing, mostly because it isn't there, and those parts that are detailed aren't very spectacular. They are good in their own rights, but the textureless bulk of the map forces the score down. It doesn't have much in the style department either, I love the cannon and flag models but that is about the only thing that is special, and they just aren't enough to carry 3 stages worth of map.
I think this map can go far with more detailing. And I mean really far.

Bayou
Category|Rating
Gameflow|2
Balance|5
Detailing|3
Optimization|1
Style|2

I think this map has a mix of both good elements and horrible mapping mistakes. It really tries hard, but in the end it's just another map. The brushwork is blocky and has a slight goldsrc feel over it (half-life 1, tfc). Due to the incredible amount of props and poor optimization I have really low or jumpy fps most of the time. The detailing is not bad, but inconsistant... some rooms looks great while others look like crap. In my eyes, the map has 1 really strong point, which is its balance. I enjoy playing both red and blue on this map and I feel the points get more difficult closer to the final.
As I understand it, this is a 'first map' from the author, and I can safely say that it's rare to see those work. In my honest opinion the map has too many faults to be fixed, instead you should take the parts you really like that plays well. And rebuilt the map from scratch, this time you can also keep basic optimization in mind when doing the design (it's important its there from brush #1).
I really wish you the best of luck with this or future maps.


============= PLR MAPS =============

Nightfall
Category|Rating
Gameflow|5
Balance|5
Detailing|4
Optimization|5
Style|3

The first and second stages are probably the best in the plr competition, the gameflow is great, they really look better than valve detailing, and the visual style is coherent (but missing spytech! It's the foundation of TF2 story). Then there is the third stage, I know you are reworking it, but I can only judge what I see. Considering it doesn't have detailing at all it's going to drag the overall feeling of the map down a notch in both style and detailing. Itself it doesn't play too badly but it's not much fun since there is never a real clash between the teams.

Even with those nitpicks it's still topping my list of current plr maps! Can't wait for you to finish it up.

Solitude
Category|Rating
Gameflow|3
Balance|3
Detailing|5
Optimization|2
Style|4

I remember playing a dev textured version of this early on, and it came a long way from that! It was almost a completely new map. The detailing is brilliant and spot on for the theme you chose. It's very clean and I like it. All the times I played this map though I had terrible fps in stage 1 and noticable drops in the other two. I can honestly not guess why, but this is what I experienced.. same thing on different days and different servers. Another big gripe I have is how hard it is to catch up once you're behind in the race. Stage 2 is really small and stage 3 feels kinda unorganized and I had a hard time to grasp an overview of the ongoing battle from the playing field.
I feel that this map is still not as good as it can be. I'm sure that with some more testing and experimenting it could go far. Stage 1 is the most enjoyable of the three, and with such a good looking map, finding eager testers shouldn't be hard! Keep working on it.

Cornfield
Category|Rating
Gameflow|4
Balance|4
Detailing|3
Optimization|2
Style|4

The layout of the stages are nice and fun to play, and most of all they feel "new". The game is always fun and the losing team seems to enjoy it just as much as the winners! Detailing is at a good start, and the finished parts looks amazing. But I think you know without me telling that there is much work left to be done on the rest of the map. And I'm sorry but the optimization is not really there yet, I know you're learning all the technical stuff at the moment and I hope you can fix it up for all of us. Also, the filesize is huge for something so unfinished, I don't know how you did it, but you can definately optimize that too.

I don't know what to say about the box carts or odd fountain ending, but I find them funny so they're not bad. Work on the optimization and detailing and you will have a map you proudly can present to people.

Scoville
Category|Rating
Gameflow|4
Balance|4
Detailing|2
Optimization|1
Style|3

Let me just say: Holey Dooley! That ending explosion is mindblowing.
You got most things right with this map. The gameplay is fair and fun, there are some issues with spawncamping and sightlines, but overall it's a fine map. The major fault here is the optimization, I'm sure you know, but it's nearly unplayable. The detailing has started out pretty nice, I don't really get the starry sky + sun + snow + another sun theme you got going here.. I always have associated 'Scoville' (the word) with heat and spicyness, but instead there is snow.. It kinda explains the end fireball/sun. But the entire map is named Scoville, not just the final stage! I feel really lost and there is probably a story I can read to understand it all, but I really shouldn't have to.
The map itself has good gameplay and I'm sure the detailing will make sense in the end. Fix the optimization issues and be proud of this cool map.

Animus
Category|Rating
Gameflow|1
Balance|2
Detailing|3
Optimization|3
Style|2

It started as souleater unsymetric race map, I'm glad you gave up on that, because while "new" it was not a very good idea. Since then it's turned more and more into a normal plr map. But it's not really finished yet. Stages are either very large or super tiny and the flow is very unfocused, most of the time I was never near the carts when playing and they didnt at all feel like part of the game. The detailing is only halfway there, What you have looks nice but there is no harmony within the map, it's like 3 or more themes are fighting to be in the spotlight.
The map needs some heavy reconstruction to become fun, and for what it's worth, the crossover bug still occurs, although a lot less.


Rollout
Category|Rating
Gameflow|2
Balance|2
Detailing|1
Optimization|4
Style|2

My experience in this map is getting spawncamped or getting surprised from behind because the enemy has a entrance straight to your base that goes well beyond the frontline action. In other words, the flow is terrible, which in turns makes the balance a mess. The way the game stages works is a good idea on paper, but in action is not that fun. Whenever a team managed to push back into the previous stage I just got angry that we had to do it all again! The detailing is non-existant and the wonky skyboxes are just... no.
This map is missing a lot of the "fun" ingredient that maps need. The first step is to make a fun map, fun maps get tested, tested maps get better, better maps get popular. You missed out on the first step so your testing suffered and thus the map feels very unfinished.
I hope you aren't taking my criticism the wrong way. I'm sure this map has been a valuable lesson in mapping for you and I wish you the best of luck in the future.

==================================

I did never get a chance to play artic or highwind on a populated server. Sorry!

Tinker
11-18-2009, 10:18 AM
Stealing your little layout, eerie, if you don't mind :)

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/_ctf.jpg


http://dl.dropbox.com/u/1060304/cp%20map%20rotation/bayou.jpg
|Flow|Balance|Detail|Optimization|Style
Bayou|2|3|4|3|4

The use of the swamp pack and the original points (pub, half-sunken mansion, pier), and the marvellous spawns and overall feel of the place are fantastic in this map. Sadly, the gameplay doesn't hold up as well yet. The first point is great, with the boat entrance and the first, frantic area - but once the game goes into the second and third areas, teams become scattered, often not knowing where to go and what to defend and how. The last point I've played a few times, and either it plays fantastic because some clever blu engineer put up a teleorter closeby, which makes this point work - or there's nothing of the sort and red just gets minor jabs in the side from people scootering around the map not sure what to do.

+ : Great looks and atmosphere, original points
- : Scattered gameplay and unhinged battles


http://dl.dropbox.com/u/1060304/cp%20map%20rotation/haarp.jpg
|Flow|Balance|Detail|Optimization|Style
Haarp|3|3|5|5|5

Beautiful, beautiful original setting, and this map stands out because of it. People remember this map, and the implied story makes the map get a real grand feel of the overall scheme of things. Unfortunately, gameplay often feels like one big zerg - some people like this. I don't. The map feels like it has too much long huge corridors, which makes a spam approach for both RED and BLU seem to be the best. Overall though, this map flows fine and even while it's spammy, people do find it very fun. And, truth to be told, BECAUSE of the spammy areas, the very last point can work out to be gloriously epic.

+: Epic, not in the internet, but in the original sense of the word.
-: It's like a bunch of corridors, gameplay-wise.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/panamint.jpg
|Flow|Balance|Detail|Optimization|Style
Panamint|5|5|3|4|5

My favourite of the contest. Even though it definitely doesn't look shiny ("huh, is this GOLDRUSH??"), it's been through a lot of gameplay testing. And that shows. The gameplay flows perfectly, and the map is always enjoyable for both parties. The second point of the second stage especially stands out as one of my favourite points in any map ever, and is always frantic, yet well conducted along the sidelines. My only tip here, Hanz, is to find a nice setting for the map and stick with it, so that it feels like there's a bit of story and to not get graded down due to detailing.

+: Fantastic gameplay, tons of fun.
-: It looks rather boring.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/premuda.jpg
|Flow|Balance|Detail|Optimization|Style
Premuda|3|4|5|2|5

Once again, a fantastic setting and very well worked out. It really gets the feel of that half-deserted mediterranean spybase down, with the gloomy lightning and the gushing waves (well, there are not actually gushing waves, but you can easily imagine them!). The problem, of course, is the optimization and the size, which I included with it. To get people to play a map, it needs to be fun - which this map definitely is. Stylish - yeah. However, if an average pubber sees the download counter stuck for half an hour, that's not a good thing. I think it's good to grade you down here, because it's really something you need to watch out for both here and future maps.

+: Fantastic setting, plays well.
-: Size and, sometimes, optimization.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/slate.jpg
|Flow|Balance|Detail|Optimization|Style
Slate|3|3|4|4|3
As always, very solid map, Youme - and solid in every sense of the word. It's a good layout. It's got good looks. It's got pretty good gameplay. But in the end, it feels like something we've seen already. That doesn't mean it's not fun - it definitely is - but with the similar looking alpine houses and environment, and the points being (due to the tiny caps) sometimes either totally blocked or totally rolled, it doesn't have that little sparkle that it so badly needs. It's still a good map, though.

+: Solid gameplay, good lookin'
-: Give it a little sparkle, like in those toothbrush ads, you know?

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/snowdrift.jpg
|Flow|Balance|Detail|Optimization|Style
Snowdrift|2|3|3|5|2

An interesting map, which sometimes played awesomely, but more often than not, had some definite problems. First off, it feels like the whole map is one huge corridor (unlike HAARP's various corridors :P), making for spammy gameplay. While it does have some interesting points, and the places are easy to recognize and cleanly detailed, it feels like there's still some work to be done.

+: Clear, simple.
-: Spammy gameplay.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/vector.jpg
|Flow|Balance|Detail|Optimization|Style
Vector|4|2|4|5|4

Oh glorious Vector, I've played you so much. I still like it loads, with the Hydro setting combined with the Nucleus setting done right and epically, the great gameplay and the fantastic detailing. However, there are some points to be made still. First off, you mentioned it's been tested on a 32-man server, and that shows. On the three servers, all 24-man, most points (especially the first ones of the stages), feel like they're rolled over and don't matter at all. Another problem is the rather obvious use of how the spawns work and buildings are placed taken from Dustbowl. While it's still clearly a different map and plays different, it's a little odd to once again find those two large healthkits next to each other, something I thought was strange in the most played Valve cp map.

+: Great detailing, fun gameplay
-: Easy to roll on for BLU, Dustbowl-ish


http://dl.dropbox.com/u/1060304/cp%20map%20rotation/_plr.jpg


http://dl.dropbox.com/u/1060304/cp%20map%20rotation/animus.jpg
|Flow|Balance|Detail|Optimization|Style
Animus|2|2|4|3|4

Lovely detailing. Even if the soul gathering gimmick didn't come through (which I'm not too worried about), it feels like it's a semi-spooky, twilit valley of death... but not too serious, seeing as that voodoo device still has a MANN CO. print. That said, there's some problem gameplay-wise. Map feels big, too big, and has the pipeline problem of the teams not encountering each other at all until a rather spammy middle crossing. Gameplay definitely needs some work, and I would advise to totally revamp some stages, or throw stuff around a little.

+: Great and interesting setting.
-: Gameplay feels very wonky.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/arctic.jpg
|Flow|Balance|Detail|Optimization|Style
Arctic|3|3|3|3|3

Overall, solid map. It's pretty much average on everything - some areas play really well, some areas have spawns opposite each other with big sniper lines. Sometimes, the areas look great and have a real setting, while sometimes it feels more like a building with random snow filled in. Amplify the good bits, take out the long pipeline syndrome problems mentioned above, and you've got a winner.

+: Sometimes good
-: Sometimes bad

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/cornfield.jpg
|Flow|Balance|Detail|Optimization|Style
Cornfield|4|4|3|3|4

Can't wait to see the end result of this one, even though it's obviously in need of some work still. FIrst off, why does a crate with an angry hamster thing make the water pipes explode (I didn't count this, don't worry :P)? It has a nice setting, and the teams quickly meet each other, while keeping the stages varied and interesting. It does, however, lack in the detailing department, and once you work out that and sift out the wonky bits of gameplay (sniperlines at times, man), you've got a great map on your hands.

+: Nice gameplay, keeps interesting
-: Detailing for now is boring or unfinished

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/highwind.jpg
|Flow|Balance|Detail|Optimization|Style
Highwind|2|2|4|3|4

Great looks, not as good gameplay. Highwind has a great setting, which (I think) looks good in TF2 and makes it memorable. The PLR delivery system is a fun idea and could work really well. However, even though the skylines here looks fantastic and varied, the map itself is basically two layers - grass and basement. It feels rather flat and uninteresting, gameplay-wise, which makes me mark down your map in that department. PLR delivery mode is still a good idea, and I urge you to change the playzone, not the skyline, and focus on gameplay.

+: Nice setting, cool mode.
-: Flat and uninteresting gameplay at times.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/nightfall.jpg
|Flow|Balance|Detail|Optimization|Style
Nightfall|5|4|4|4|4

Oh Nightfall, what a gem. My favourite out of the PLRs, this map does everything - it actually makes PLR fun (oh man, why didn't Valve do that) takes the Sawmill theme and makes it varied and cool (oh man, why didn't Valve do that). Not much else to say really - finish this and damn I'm hoping for an officialization.

+: Everything
-: Nothing

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/panic.jpg
|Flow|Balance|Detail|Optimization|Style
Panic|4|5|4|4|3

Man, this map is fun. Looking at the silly rolling down cart and the dynamite I went "yeah, that'll need to play really well before I stop being skeptic". But it did. And the gimmicks, if I can call them gimmicks, work. The only problem I have is the one which I also noted in your thread - the night setting. The rolling of the cart, dynamite, and fantastic looking buildings just don't seem to be as eye-catching as they should be, what with the odd twilighty setting. I honestly loved the original daylight setting, and I sincerely hope you go back to that. Then again, you can't please everyone, I guess.

+: Original, fun gimmicks, great gameplay
-: The setting detracts from the cool stuff you added.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/rollout.jpg
|Flow|Balance|Detail|Optimization|Style
Rollout|3|2|1|3|5

Rollout's got style. Not in looks, but it gameplay. The weird but quirky way of how PLR works here makes you remember it and want to play it once more to check out how it could've worked out differently. However, that doesn't immediately give you a great gameplay - it feels scattered sometimes, and unfair to some teams. I believe that this setting can be great fun, but this map is going to need some definite work to make it real.

+: Nice and original way of doing PLR.
-: Needs a lot of work still.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/scoville.jpg
|Flow|Balance|Detail|Optimization|Style
Scoville|3|3|1|4|5

Very promising, with a damn good style down and a great finale which makes people remember the map as the one that gave them a slight heart attack. However, it still has the pipeline problem - teams don't meet soon enough, and if they DO, there's sniperline issues. With a finale like that, however, how can you possibly go wrong in the future?

+: Promising on all fronts.
-: Promising also means that right now, it isn't yet.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/solitude.jpg
|Flow|Balance|Detail|Optimization|Style
Solitude|5|4|3|4|4

A last-minute surprise here. Probably has the best original solve of the pipeline problems yet, with teams meeting very quickly. Makes for frantic, crazy battles, and a lot of fun happens together in a map that's supposedly so lonely. Problem for me is the somewhat bleary looks of it, which make me feel uneasy. The setting is good, but there's something about the cheese yellow fog that makes it weird. It doesn't detract from the great gameplay and interesting stages though - I can't wait to see the end result!

+: What a surprise! Tons of fun in payload form!
-: Cheese

Jindo
11-18-2009, 03:45 PM
I've played a few of these maps and so I will make them my priority to rate when I get a chance later, for now the table will remain empty but I will update it as and when.

A/D Entries:|Gameflow|Balance|Detail|Optimizing|Style| Comments
ctf_vector|4|4|5|4|5|Interesting and stylish map.
ctf_haarp|4|3|5|5|5|A fantastic, diverse, and well thought out map which I've played and enjoyed countless times.
ctf_bayou|N/A|N/A|N/A|N/A|N/A|Comments
ctf_snowdrift|4|4|3|5|3|An enjoyable and very nicely balanced map.
ctf_slate|N/A|N/A|N/A|N/A|N/A|Comments
ctf_panamint|4|3|4|4|5|Diverse, well balanced, and overall fun map.
ctf_premuda|5|4|5|5|5|An absolutely stunning map with great gameplay.
PLR Entries:|Gameflow|Balance|Detail|Optimizing|Style| Comments
plr_scoville|4|5|5|4|5|Improved a lot since I first tested it and I'm very pleased with how this has turned out.
plr_solitude|N/A|N/A|N/A|N/A|N/A|Comments
plr_animus|3|4|5|4|4|In terms of gameplay very similar to other maps, but it definitely looks unique.
plr_nightfall|4|4|3|5|4|Also similar to other PLR maps, with the exception of the last capture point.
plr_rollout|N/A|N/A|N/A|N/A|N/A|Comments
plr_cornfield|4|4|5|4|4|A very fun map with awesome carts.
plr_panic|5|4|5|4|5|The most original PLR map here, hell of a lot of fun.
plr_artic|4|4|3|4|3|A fun map and a nice effort, I look forward to seeing progress.
plr_highwind|N/A|N/A|N/A|N/A|N/A|Comments

(In bold are the maps that I have played, I plan to play all of them)

tangent
11-18-2009, 05:08 PM
eerieone's system and nice picks stolen.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/haarp.jpg
|Flow|Balance|Detail|Optimization|Style
Haarp|4|3|5|5|5

Haarp, you are a wonderful map. High marks for the stylistic side of things, with nothing I can add for you to improve upon. For gameplay, there are a few balance issues, but on the whole gameplay is solid. No optimisation problems.

Improvement: 2-2. Fix the sentry cubbyholes. Take out at the very least one.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/premuda.jpg
|Flow|Balance|Detail|Optimization|Style
Premuda|4|4|5|4|5

I love everything about the style of this map. It looks wonderful and completely distinct. Gameplay was very fun from what I played, with a variety of routes. Balance seems acceptable to me. The last point is quite tight, with everyone attacking by the upper level and the lower being ignored mostly. The optimisation score is for slightly lower fps than usual. Map size is your problem, and if you can get around it, more power to you.

Improvement: Needs more signage for the last round, or layout changes.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/slate.jpg
|Flow|Balance|Detail|Optimization|Style
Slate|4|3|3|5|3

Slate solves many of the stalemate problems of Haarp and Vector, at least in the first two rounds. The design has no flashes of inspiration (apart from the canvas), but this seems to me to be a real beta, unlike other betas, which seem finished. I'm sure it will mature with time. Optimisation is fine.

Improvement: Round 3 seems slightly stretched and long, with little in the way of viable side routes. Consider making them more advantageous.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/vector.jpg
|Flow|Balance|Detail|Optimization|Style
Vector|4|3|4|5|4

Ahh, Vector. Another refreshingly good map. Style is great, with the end point rivaling Haarp's in brilliance. 2-2 had issues with balance, but this has been fixed mostly over time. Gameplay is fun and well tested. Optimisation is good and fine.

Improvement: Nothing comes to mind at the moment



http://dl.dropbox.com/u/1060304/cp%20map%20rotation/animus.jpg
|Flow|Balance|Detail|Optimization|Style
Animus|2|3|3|3|4

Stage 1 is far too long, stage 3 is too short, gameplay wanders and lacks luster. I liked the style mostly, but the detail is lacking and design wanders slightly. Map lags for me a bit.

Improvement: Needs major rejigging. Make the first stages smaller, much smaller. Stage 3 would be more interesting with height variation.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/highwind.jpg
|Flow|Balance|Detail|Optimization|Style
Highwind|2|3|2|4|4

It has a nice design, the windmills are a very nice touch. The theme also fits TF2, I believe. I look forward to seeing it fully completed. Gameplay is a bit spammy, and lacks any feeling of victory. Make it into a multi stage plr map and I'd be happy.

Improvement: Give it one more alternate route, and you have a good stage

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/nightfall.jpg
|Flow|Balance|Detail|Optimization|Style
Nightfall|5|4|4|5|4

Nightfall is my favourite map out of all the plr maps. Stage 1 and 2 are faultless, and even with the absence of 3 it is a brilliant piece of gameplay. Appearance is solid at the moment, and is of no concern. Optimisation is fine.

Improvement: Finish route 3, and make it not suck, breaking the curse of plr.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/panic.jpg
|Flow|Balance|Detail|Optimization|Style
Panic|3|4|3|3|4

Panic has nice solid gameplay. Stage 1 and 2 are different, but both work in my opinion. Stage 3 does not escape the stage 3 curse, but offers a fresh change. Style is good, and individualistic, while the dynamic entrances are interesting. The map has slight stutters in FPS.

Improvement: Tweak the rollback rates on stage 3 and you have an interesting map.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/scoville.jpg
|Flow|Balance|Detail|Optimization|Style
Scoville|4|3|1|3|4

I am impressed by the idea of stage 2, and stage 1 played well. A giant fireball and the start of a solid style earn you marks, but detailing is nonexistent. The map has general FPS problems, but only slight ones.


Improvement:While stage 3 has the eye candy, it suffers from the stage 3 PLR curse. I cannot give advice on how to avoid it, but good luck regardless.

All the other maps I just haven't played enough to review. Sorry, y'all.

Rexy
11-18-2009, 06:48 PM
Man, I remember just when this contest was getting started! Hardly able to believe it’s already over, and my voting is late. Getting right down to business, just a few things:

*Maps with developer textures automatically lose 1 point in detail. That means even if those areas without developer textures are incredibly done, stellar looking, the most points you will earn for your detail section is 4.

*I will be evaluating optimization based on my frame rate, and use of optimization tools, such as areaportals, occluders, sufficient use of nodraw, model fade distance, etc. FYI, I am running a geforce 8800. By no means do I have a high-end rig. I am able to play most Valve stock maps at about 60 fps in most areas in a full server. That’s a general rule. If your map has dipped below this rate during the public testing in the last few weeks you will automatically receive 4. Any worse than that will receive lower. However, if you beat the 60 fps mark, you’ll get a straight 5, as you’ve met the requirements.

*Style for me includes the following: thematic choice (swamp, alpine, dust), color, and innovation of stylistic choices. I’ll be most specific to what these innovations are, but the plain fact is that people remember maps with new stuff better than stuff that looks just every other map. Having said that, by no means will you lose points for not having new elements and innovations, just realize how difficult it is for your map to compete with maps that have an incredible range of new custom content (maps using the swamp pack for example).

*Flow will be based on layout and simplicity of layout. This also takes into consideration placement of cps, track layout (for plr entries) and such things as ammo and health pickups.

*Balance is a tricky one. Most of the plr maps are symmetrical, at least in layout. This means it’s extremely difficult to rate this gametype, unless there’s an obvious defect one way or another. For this reason, ctf maps will be based on their obvious structure balance (and how that plays), and plr maps will all receive 4, unless otherwise noted of a defect. Those plr maps that pay special attention to layout and spawn placement (like pipeline does) to ensure that a team cannot steamroll another team once it gets the upper hand on a balanced team, will get a 5. That’s an essential to plr map planning that a good amount of entries paid attention to—and a good amount that didn’t. Those entries should be aptly rewarded.

*I have models in many, many of these entries. I am doing my best to not let these things sway my vote in any particular way. After all, you’re not being scored on a particular model, but the placement of them, the use of them as gameplay devices, etc. But thanks for including my models!!

*Color palettes are based solely on screenshots, and represent the cumulative mood and color choice of a particular map. These are very important to how your map is remembered. The more range of colors, the richer the map. Also, it’s important to balance the amount of cool and warm colors, otherwise a map can become monotonous, bland, and visually non-striking.

*The Gold Star, or the The Pipeline Standard of Convention award is not worth any points. It simply credits the author for using conventions that adequately work in payload race. For a better explanation, read the information on plr_arctic (the first star).

Lastly I want to say thank you to all those who participated in this contest, no matter how small your contribution. It’s the power of what’s free and willing that makes this community so excellent, and this time, tf2maps has outdone itself. 16 incredible entries! Anyway, let’s get to the details.


(PS, you don't have to thank me 3 times just because I had to split this into 3 posts)
______________________________________


ctf_bayou
|Flow|Balance|Detail|Optimization|Style
ctf_bayou|3|3|3|2|4
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/ctf_bayou.png

It’s nice to see an entry that uses the swamp theme that so many people put hard work into. At the same time, it’s great to see people doing their best, trying their hardest. In Bayou, I feel as though this is the most important map in the learning mapper’s process to acquire skill. We make maps, we make bad maps. It’s the mistakes we make and learn from that make our next attempts so much better. It’s for that reason I feel that bayou is that kind of map—a map to learn from.

Clearly there are things you would do differently next time. While it appears some effort was made to optimize the map, the original design and layout made it difficult to do this properly. Like I said, this is something to learn from—knowing the best way to layout a map so that next time optimization will not trump you.

What especially excites me about this map is the amount of imagination. Firstly, the spawn starts on a ship—that’s nice. And while it continues as a winding and sometimes confusing series of corridors, hallways and the like, there are some unique aspects about it. For instance--the sunken and tilted house. While this might not be the most efficient use of vvis, this is the sort of unique imaginative quality a lot of maps lack. What you lack in technical skill, you certainly make up for in originality. Keep working on the technical skill, don’t let the imagination blow away, and you’re on the fast track to making a killer map.

ctf_haarp |Flow|Balance|Detail|Optimization|Style
ctf_haarp|4|5|5|5|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/ctf_haarp.png

Visually incredible and painstakingly crafted, this map has what it takes to be a contender. With a unique use of the snow theme, and combined lighting atmosphere, this map not only looks good, but sets standards for other daylight snow themed maps. Where viaduct was dawn/dusk, this map makes full use of the range of colors that comes with the built light environment.

Each stage is memorable, unique and challenging, and I found the balance to be nearly apt (having noted previous changes and fixes). The only issue that really messes with me is the 1 capture of stage 3. I have seen so many people express their frustration from this capture point, both from red’s side and blu’s. The issue lies in that it’s either too difficult to hold or too easy. In this I mean that a demoman jumping to the top to quick-cap is either immediately successful, or not at all. Any red team that’s played this map before knows full well how to exploit this point so that it will never be taken. On the other side of the argument, a good demoman will clear this point in less than 20 seconds after the round starts. Take it how you will, that’s the nature of open capture points on A/D ctf. I personally like the setup on this round, but am turned off by the sheer size of it.

This map is highly entertaining, encourages sound team-play, and is not likely to be forgotten.


ctf_panamint |Flow|Balance|Detail|Optimization|Style
ctf_panamint |3|4|2|4|4
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/ctf_panamint.png

This map has the potential, like a few other entries in this contest, to be exceptional. All it takes is the time. Panamint pays full attention to balance regarding the A/D ctf fast capture points, and the layout is non-confusing for the most part. But it does need work. At times there seems to be a lot of areas that were never used—this is due to direct paths that people never have a need for.

The detailing included developer textures, therefore I did deduct 1 point, otherwise this would have scored a 3, for the work that has been done. For this reason it’s difficult to assess optimization because there’s not enough detail there to determine if the optimization is adequate.

The style, while not original, is acceptable and does not warrant the loss or gain of points. Put simply, this map is fun to play, but needs the loving time and attention Hanz can give it.


ctf_premuda |Flow|Balance|Detail|Optimization|Style
ctf_premuda |5|4|5|5|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/ctf_premuda.png

If this map has any weaknesses at all, it’s balance. Having said that, be aware the weaknesses are slight. This is another map that ranks among the top contenders of this contest. Visually incredible, vastly original, and packing sound gameplay, this is a great map to play anytime.

The few balance issues it does have goes back to the essential issues with the A/D ctf gametype. Open-air capture points make defense a nightmare, while the at the opposite side, gives players the opportunity to overcome stacked teams and unfair advantages by making use of a team’s slight mistake. Premuda includes more open-air capture points than the other top contender A/D ctf maps, but does make up for the climax by slowly reducing the open-air points. While both points in stage 2 can be captured this way, stage 3 makes things much more defensible. Criticizing ANY A/D ctf map for these problems too much, is like criticizing dustbowl for what it does best.

This map is fun to play, memorable, and well optimized, and that’s what counts. People who play Premuda are not likely to forget anytime soon.


ctf_slate |Flow|Balance|Detail|Optimization|Style
ctf_slate |4|3|5|5|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/ctf_slate.png

The few issues with Slate barely bring it down. For instance, my first, second, third and fourth times playing this map, I found myself at times unsure of which direction to go. Mostly this was on red, but sometimes on blue, and has to do with the direction the spawns are facing. Some signage coming right out of spawn would do it good. Also, not having a very large capture area to block makes it hard to defend. Comparatively, the other ctf maps have larger capture zones, making the capture more rewarding for both teams.

The other issue with Slate is the lack of metal for defensive positions. Playing essential classes, like engineer on defense is a fight with all players to keep the metal. For this reason and the flow issue, Slate is a map I’ve never seen properly held tight by the red team. My firm belief is that if both teams know the map well, and know how to do their jobs, the round can last for a long time, and it’s a powerful struggle when one team finally prevails over the other. Such is not the case with slate.

After now having given some hearty criticism, let me boast this map’s attention to detail and visual stimulation. Slate bolsters and makes good use of the sawmill/alpine rain theme to the extent to where it’s beautiful and inspiring (makes me want to use the theme set!). There isn’t an ugly area in this map.

Not only that, but I can boast a solid 60+ fps in any particular area of this map. To say simply, if the basic balancing issues are taken care of, I’ll no problem telling people to vote for this map during the nextmap vote. It would be that enjoyable.

Rexy
11-18-2009, 06:49 PM
ctf_snowdrift |Flow|Balance|Detail|Optimization|Style
ctf_snowdrift |4|3|5|5|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/ctf_snowdrift.png

If there’s something that I like to see about gameplay of a map, it’s innovation, and innovation that pays off. Where other authors decided to make multiple stages, snowdrift headed the direction of badwater—1 continuous stage with multiple consecutive capture points. And in this case I think it works.

The problem, however, lies in that concept that the red team ends up scrambling backwards to hold the next point, having barely enough time to setup and find good positions to hold. This results instead in some players scrambling backward two points instead, in order to have enough time for a good hold. If the capture points had slightly more space between them, or if the respawnwavetime of teams were altered slightly, it would give both teams a reason to slow down, regroup and work together as a team.

Visually, however, this map is very impressive. Mostly I find myself in love with the color! Look at the violets! The greys! Such nice combinations. And the detailing work is quite good. It’s an innovative use of the snow set and skybox + env_lighting. Good work there.


ctf_vector |Flow|Balance|Detail|Optimization|Style
ctf_vector |4|5|5|5|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/ctf_vector.png

It’s good to see that the hydro style hasn’t gone to waste (not a pun of Icarus’s previous works). One of my favorite maps is hydro, but people seem to rage and hate it for some reason. But vector makes sure things are not forgotten. With great, fair gameplay, striking visual properties, this map is not only fun but memorable, making it another of the top contenders of this contest.

To be slightly picky, the few problems (as nothing is ever perfect) vector does have is the gameflow, as it can be awkward at times, especially for players not knowing where to go. Blaming them for that reason is unfair, so to be specific, it deals with stage 3, where red team has barely enough time to get in and get properly setup to the first capture point without the aid of at least a team of 3 engineers working together. Then the next awkward issue deals with the intelligence moving forward to the next area in 3-2, rather than returning to the first pick-up point, as is the standard with the rest of the pick-up points in the other stages of Vector. While I’m sure there’s a perfectly reasonable and logical (and deserving) reason for this, it’s this slight awkwardness that brings vector down. Sure, you’ll get used to it, but…

With a full range of colors and fully-developed detail set, this map is unique and fun. A great map to play and enjoy.




plr_animus |Flow|Balance|Detail|Optimization|Style
plr_animus |2|4|3|3|3
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_animus.png

In the top of my ratings post, I described a condition where plr authors had either paid attention to the conventions of plr_pipeline, or those authors hadn’t. And the reason why they should have is because pipeline, while not the best example in the world, works extremely hard to allow players quick and easy access to all parts of the map equally, from the very moment the setup gates open.

Animus suffers from lack of this convention. Mostly it’s the first 2 stages, where an entire team ends up pushing the cart for the first 2 minutes and first half of the map before contact with the other team is made…by that time, both teams are unorganized, scattered, and engaging in 1 on 1 battles on the outskirts. This causes both teams to forget about pushing the cart…and thus making the total play time of all rounds nearly an hour. Too long to play any map, in my opinion.

This is why it’s imperative to realize Valve standard layout principles. They developed the gametype, know what’s best for it, and executed it.

These were issues brought up in the very early days of Animus, and I can’t help but to think they were ignored. This is why Animus earns a 2 for gameflow. However, because it is symmetrical for the most part, it earns credit in balance.
Another large problem is performance. Right out of spawn, I sink to a crushing 25 fps, before climbing back up as I go further away from all the details. Whether or not this map is intentionally areaportaled, I’ll never know—I can’t make heads or tails of it in mat_wireframe 1.

And take a look at the color palette: I could only find 1 general cool color. That’s unacceptable. When your environment lighting is so dark, and so warm, any cool colors immediately become warm, and only look cool in comparison to the rest of the environment. It’s difficult for players to see, visually unappealing, and frustrating.

However, in the attempt to create a new theme set, I have to applaud and give credit. It’s good to see that there are those out there attempting to infuse new content into a set of themes that are rapidly decaying and aging from over-use.



plr_arctic2 |Flow|Balance|Detail|Optimization|Style
plr_arctic |2|4|2|3|4
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_arctic.png

In contrast to the problems plaguing Animus, Arctic addresses the ‘pipeline’ standard, by allowing access to all parts of the maps simultaneously upon the end of the setup phase. For this I award the pipeline standard gold star (and will be giving it out to other maps that successfully demonstrate this convention—a convention that works!)

http://img.photobucket.com/albums/v617/Emeriastone/AMC3/pipelinestandard.png

Naturally, I have deducted a point for having developer texures, and a great deal of the passages seem confusing and I believe this is due to detail. We are able to recognize things by the uniqueness of a particular area. If this map is finished, it could be a good product.

There are major issues to fix, however, one of those being the very stage; by rewarding the winners of the previous rounds that much extra track advancement, you cause contact problem, where half of the losing team runs for your cart, and half runs to attack the other team’s cart. Where normally this is a good idea, such as in pipeline stage 3, This is a problem because there’s so much space between the two teams. The distance between, and the sheer vastness of the 3rd stage causes teams to become unorganized and scattered. If the stage was reduced slightly, I think you’d find the round much more satisfying.

plr_cornfield |Flow|Balance|Detail|Optimization|Style
plr_cornfield |4|4|3|4|4
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_cornfield.png

Congratulations! You too have earned the Pipeline Standard of Convention!

http://img.photobucket.com/albums/v617/Emeriastone/AMC3/pipelinestandard.png

The use of symmetrical design can lend itself to easy access to all parts of the maps at once—essential to the success of any plr map.

What I remember from playing cornfield is that I had fun while playing it—rare for me in payload race maps. But the content was nice, although borrowed a little from furnace creek, and what detailing was there was very well executed. You would have earned straight 4s if it wasn’t for those developer textures.

As is the case with ctf_panamint, I believe this is a map that will continue to improve the more time you put into it. To not finish this entry would be a shame, as there’s so much good stuff going for cornfield.

On a side note, although I’m not sure what’s going on with the cart, it’s another aspect to your map that causes people to remember it.



plr_highwind |Flow|Balance|Detail|Optimization|Style
plr_highwind |3|2|3|4|4
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_highwind.png

I’m a sucker for innovation, when it’s done right. That’s why I’m halfheartedly giving the ratings that I’m giving. There’s something to be said for this take on the plr gametype…but the problem lies in that it’s poorly executed. The idea of capping as many times as possible in X minutes is very fascinating, seems to have promise, but in highwind isn’t perfect. Alternatively, I think it would be a great idea if each time a team capped the point, that team would then have to push the cart a little bit further than before.

Imagine if during the first capture, the explosion breaks a hole in a wall, allowing the team to move the cart even further than before. That would give the opposing team a better chance to defend and push their own cart to score, while making it progressively more difficult—a balancing act. This would enhance the gameplay and make victory much more satisfactory.

However, as I recall during a few play sessions, the blue capture mechanism is broken? Blu can’t score or something along those lines? In a contest release, that’s really unacceptable.

As for the visuals and layout, I’m really impressed by neither. The layout is rather plain, and doesn’t allow a whole lot of options. Where you do present those options, they’re too close to the other team’s spawn, and causes insecurity issues for both teams. A layout revision should be in order. I’m applauding the theme set innovation, but generally unimpressed by it. I think you could do a lot more in terms of lighting and detail placement.

Rexy
11-18-2009, 06:50 PM
plr_nightfall |Flow|Balance|Detail|Optimization|Style
plr_nightfall |3|5|4|4|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_nightfall.png

The immediate feeling I get when playing this map is that everything is very solid. The detail, the layout, even the choice of theme and the execution of it. There does lie a few problems however, that warranted the 3 for gameflow. One of the major complaints I heard when people played this map was that the indirect paths allowed access to the enemy spawn, which lead to some problems with spawn camping. And no one likes spawn camping. Unless you’re doing the camping, in which case you’re a dirty, dirty, point whore-ing individual, and you should really re-evaluate your gameplay ethics. -_-

Pipeline sidesteps this issue by changing the way the spawns are accessed, or by added more than 2 exits (in the case that the 2 team’s spawnrooms are very close). It would take very little layout alteration to fix this. The main stage in which this is a large problem is stage 3.

Again, for the use of developer textures, I have to deduct 1 point from detail—otherwise it’s superb work. You’ve never been a stranger to excellent detail work, knowing your past maps, so it’s no surprise.
I really hope you finish this map, it’s a great play, and fun too!


plr_panic |Flow|Balance|Detail|Optimization|Style
plr_panic |4|5|5|5|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_panic.png

The great thing I have to say about Panic is it leaves no room for boredom. In each stage there’s something unique and exciting to see, or to do. Stage 1, the killer carts. Stage 2, the exploding separator wall(might I add, and incredible gameplay device). Stage 3, the perpetually falling carts, and the doomsday sonic weapon. What’s not to like?
And on top of that:

Congratulations! You too have earned the Pipeline Standard of Convention!

http://img.photobucket.com/albums/v617/Emeriastone/AMC3/pipelinestandard.png

Considering how players interact with each other at the very start of the round is an essential to the success of the plr gametype. There’s no disappointment, no waiting around, no bizarre 1-1 skirmishes far, far away from the frontline. Panic puts you in place where you need to be: defending the enemy cart, or pushing your own.

The most interesting aspect is that the gameplay is different in each round of Panic. That’s innovation, and yet you managed to fit it into the much needed conventions of plr.

The few complaints I had were that the layout becomes considerably more complicated and unnecessary in each subsequent round. Sticking to what’s simple is best—and that’s why you lost 1 point for gameflow. But that’s just nitpicking.

Panic is very memorable, fun and outright awesome, and it’s makes the list of top contenders for this contest.




plr_rollout |Flow|Balance|Detail|Optimization|Style
plr_rollout |2|3|2|4|3
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_rollout.png

From the very start, a large portion of the problematic elements of the map deal that it isn’t symmetrical. When both teams have the same exact objective, the question is raised when the means to that objective aren’t the same. How are sure it’s fair? Does one team have a greater advantage?

But we learn what’s best from experimentation, and this map is absolutely that, a experiment into the ‘what-ifs’ of level design. However, my honest opinion is that you should scrap this entry, and start from the very beginning. There’s a considerable list of improvements you could make, but the best solution is to start over. I hope I haven’t upset you by saying this, but it’s the honest truth, and you could do a lot better by taking what works from this map, and applying it to a new set of rules.

I do have to ask, however, why you stretched a large sky texture over some world geometry to mimic a skybox. Why did you do that? It puzzles me.


plr_scoville |Flow|Balance|Detail|Optimization|Style
plr_scoville |4|4|4|2|4
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_scoville.png

This again, is another map that has some great potential, and all it needs is your loving time and attention. To not finish would be a great disservice to your time spent, and to those people who are fans of this map, and potential fans.

You would have managed a straight 4 across your scores, but that well known Scoville low fps rate has really done damage to your map. Take the time to figure out what’s wrong—fix it and detail. To come this far and not finish would make me really sad. And cry. And no, I won’t build your explosion unless you fix the optimization, and detail stage 3. Then I would LOVE to build your explosion. A grand finale to a cool ending anyway.

BTW, for layout and attention to player interaction, you win the:

http://img.photobucket.com/albums/v617/Emeriastone/AMC3/pipelinestandard.png


plr_solitude |Flow|Balance|Detail|Optimization|Style
plr_solitude |4|4|5|5|5
http://img.photobucket.com/albums/v617/Emeriastone/AMC3/plr_solitude.png

This is one of my favorites from the contest, and the reason is because the gameplay is great, and the environment is really well done. All I can remember from this map is that I had a ton of fun, and I’m looking forward to playing it again. You’ve certainly kept the Pipeline conventions in mind, with player spawns and quick direct and alternate routes to all areas of the map. For this reason you win the Pipeline Standard of Convention:

http://img.photobucket.com/albums/v617/Emeriastone/AMC3/pipelinestandard.png

I have the feeling for some reason that this map is overlooked among the contest entries (I don’t know why I feel that way), and it makes me a little sad, since this map has been a joy to play.

Stage 3 has some awkward layout problems—it might be that I feel so far away from the action stepping out of the spawnroom, and the other problem with stage 3 is that the final capture point is placed in such a position that players coming out of it are forced to stop any enemy players about to capture the control point—which goes against most plr maps. The best thing about plr is being able to stealth cap the cart when the rest of your team is busy holding off the other team. But how can you accomplish this when your spawn is in such a direct path to the enemy?

Regardless, this map is fun, and the lighting style is unique. Close choice on the scoring, but overall a successful entry.
__________________________________________________

Again, I want to thank the community and all those who entered and contributed in this contest. We’re making tf2 history each time a great map is made! Thanks a lot everyone!

Vekter
11-18-2009, 11:59 PM
A/D CTF Maps: | Gameflow | Balance | Detaling | Optimizing | Style | Comments
ctf_vector| 5 | 4 | 5 | 4 | 5 | Vector's just a great map. I really can't complain about anything aside from the optimization (I have seen much worse though). Icarus' style constantly manages to amaze me every time I play one of his maps, and Vector is absolutely no exception. The Super Sapper model replacement is funny and cool at the same time, as is the use of Nucleus' centerpiece for the finale. It's good to see an A/D CTF map that isn't horrible for once.
ctf_harrp| 4 | 3 | 5 | 5 | 5 | HAARP is just alright to me. The optimizing and detail in the map are just perfect, but something about HAARP has always bothered me. I can't really pinpoint it, honestly. Regardless, it's a fun map.
ctf_bayou| 2 | 2 | 2 | 2 | 4 | This map needs some work. And by "some" I mean "a hell of a lot". The map has a weird flow to it and it just doesn't feel right at some parts. 1 and 2 start out fun, but the novelty wears off quickly as the fun devolves into an insane amount of chaos. 3 is just... I don't even know where to start with 3. That building freaks me out, and the rest of the point isn't much better. However, my biggest complaint about Bayou was the optimization. Considering that my computer can normally run maps at a decent clip (around 10-20 FPS, yes I know my computer sucks) I was consistently at around 2-3 FPS in combat.
ctf_premuda| 4 | 4 | 5 | 5 | 3 | Premuda just feels... cool. I love the island feel and the detail around the map. This is another good example of a good Assault CTF map. I just wish we had more maps like this and Vector.
PLR Maps: | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_solitude | 4 | 5 | 3 | 4 | 3 | Solitude was a mixed affair for me. Though the map was definitely fun and one of the better maps I played, it's optimization is less than perfect. I found myself lagging a bit more than I should have at certain points. However, it wasn't enough to cause me any problems, so that's good. I noticed that this map had a lot of problems with Engineer spots, as 2 Engineers could lock down stage 2 with well-placed sentries. Otherwise, a fun map.
plr_scoville | 3 | 4 | 5 | 2 | 5 | Scoville was pretty fun, and I have nothing to really say about the gameplay. The style in this map was amazing. I love the huge contraption at the end and pretty much everything else in the map looked great. However, with that level of detail comes a lot of video strain. Either this map was poorly optimized or the models were just hard on my processor. A good map nonetheless.
plr_animus | 3 | 5 | 4 | 3 | 5 | Animus is a pretty cool map. I dig the sunset motif, along with the awesome custom carts. There's not much else to say here, though.
plr_panic | 5 | 5 | 5 | 5 | 5 | Oh wow. I distinctly remember playing what eventually became this map AGES AGO, and WOW has it come a long way from being dev textured and incomplete. Panic uses a combination of great balance, fun and functional features (such as the carts rolling downhill at the beginning and the exploding wall on stage 2). Might I also mention that the anti-stalemate feature is awesome. And for those curious, if both carts hit the end of a stage at the same time, the engine spazzes and the carts don't spawn. Definitely the best PLR map I have ever played.
plr_artic | 4 | 5 | 3 | 5 | 4 | Arctic plays better than a lot of maps I've played, in the contest or otherwise. I've never really seen a final stage actually cause a team to concentrate on defense and offense at the same time. It's a shame that this map wasn't fleshed out before the competition, as dev textures = lower points for detail. Regardless, Arctic is a fun map that is designed well and executed even better.



As an aside, to the mapper of PLR_Nightfall, your map needs some definite optimization work. I could not play your map due to the fact that attempts to load it caused me to constantly stutter. :thumbdown:

dang
11-19-2009, 01:41 AM
I would just like to say this kind of contest is a blast (gibs included) to vote on, seeing all the different takes on life o' the red and blue. but here are my votes...

animus plr
gameflow-2
balance-3
detailing-1
opt-3
style-2

sorry, but the flow of this map hurt my feelings. seemed unnatural and misleading; using gates and rolldoors in a nonfunctional way. reddish lighting was ok, but the gratuitous use of halloween 'goodies' hurt it's continuity as well.

panic plr
gameflow-4
balance-4
detailing-5
opt-4
style-5

Panic was a nice size map with an original feel that still fit the game. atmosphere was somehow 'chocolaty', but in an appropriate kind of way and i likes the payload rollercoaster threat at the start. still not sure how i feel about the over-caffeinated finale...

nitefall plr
gameflow-3
balance-4
detailing-2
opt-4
style-3

Nitefall starts out cramped in the beginning, but the gameplay gets better into round 3.

scoville plr
gameflow-5
balance-5
detailing-4
opt-4
style-5

nice, well-balanced (both in play and design), well thought-out map. a good level of complexity without constantly tripping on things and/or easy sniperbait. yaay deathfans!

rollout plr
gameflow-2
balance-3
detailing-1
opt-3
style-2

rollout needs more work to be properly taken seriously. mapper loves their map, mapper hates a deadline...

solitude plr
gameflow-2
balance-3
detailing-3
opt-4
style-3

confusingly pretty is the best way to describe this one. obviously alot of work went into this, but playing it makes me twitchy/paranoid

bayou ctf
gameflow-2
balance-4
detailing-3
opt-3
style-2

flow was confusing, style really seemed like it could've been more developed.

haarp ctf
gameflow-4
balance-4
detailing-3
opt-4
style-3

overall, a good solid map, but seemed a bit too 'techy' in style. maybe a few more rough elements-a lil chippy paint and or a 'rustic' entrance to the techy base might even be enough to fix it.

slate ctf
gameflow-1
balance-2
detailing-4
opt-3
style-3

comes off as being too big, and the gameflow is too much like a territorial campain- almost makes me wonder if it was adapted to ctf just to qualify for the contest. nice pretty map, but lacking a lil more character.

vector ctf
gameflow-4
balance-3
detailing-5
opt-4
style-5

this one also varies from the usual back and forth of ctf, but the use of the sapper in play works in an interesting way. on one hand, i like the lighting and detail (running on pipes is fun), but it also causes alot of tripping and clunky running. no major gripes though...

premuda ctf
gameflow-3
balance-3
detailing-3
opt-1
style-3

premuda's filesize hurts my world. other than that it's a strait middle-of-the-road map. nothing too outlandish, but missing that something that would really grab me; but what do i know? i own 'snakes on a plane'.

UFO
11-19-2009, 09:18 PM
A/D CTF Maps: | Gameflow | Balance | Detailing | Optimizing | Style | Comments
Vector| 5 | 4 | 5 | 5 | 4 | I like this map for detailing and balance. Hydro & Nucleus themes fit good. No low fps. Very attractive map.
HAARP| 4 | 4 | 5 | 5 | 5 | Layout is awesome: three stages across one rock with beautiful landscape. But lightning is not enough in some areas, they look too dark. Balance is good, but needs few improvements. Optimization is perfect.
Snowdrift| 4 | 4| 3 | 5 | 4 | This map could be more attractive if it have more details and corrected color. Still the map is very fun.
Premuda| 4 | 3 | 5 | 4 | 5 | I like the island theme and its lightning and detailing. I like the intelligence working like half-dispenser as gameplay issue. Map is good visually, but not very attractive because of balanse and filesize.
PLR Maps: | Gameflow | Balance | Detailing | Optimization | Style | Comments
Solitude| 3 | 4| 4 | 4 | 4 | The first stage is amazing in all aspects, I liked it much, the second is good, but nothing special. I didn't like the third one because of less of signs and not parallel tracks. The map looks pretty for the first beta.
Animus| 3 | 3 | 2 | 4 | 4 | The 1st stage is too long in my opinion. The rest are too small. Details are good, but they are not enough for fully new theme.
Nightfall| 5 | 4 | 5| 4 | 4 | One of the most detailed and balanced maps, I think. 1st and 2nd stages are polished and optimized. It's so fun!
Cornfield| 4 | 4 | 2 | 3 | 4 | The map has an unusual comic style. Details are few, however, optimizing should be improved. Plays fun.
Panic| 5 | 4 | 3 | 5 | 5 | I was impressed by such actions as cart roll down on the first stage, dynamite explosions on the second, and most of all I liked two possible outcomes for each team to win on the third. Plays great. There are not enough details, and some surfaces look too dark on 2nd and 3rd.


Sorry, I haven't played all maps.

Wegason
11-20-2009, 03:25 PM
Firstly I'd like to congratulate all contestants, it has been a most enjoyable competition to witness as the maps grew from basic ideas into some truly beautiful and inspired creations.

There are a number of maps here which are fantastic in scope, polish, and design and a few who could eventually be picked up by Valve as community maps to make official.

Well done everyone!

A/D CTF

Vector
Category|Rating
Gameflow|4
Balance|3
Detailing| 5
Optimization|5
Style| 5

Vector is a beautiful map and I have no problems running it, the custom flag is amazing and works nicely, the style is great and the detailing also fantastic. The balance and gameplay are a little too heavy on chokepoints but it still a very enjoyable map.

Snowdrift
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|5


This is one of the maps that I have played a great deal at various stages in its development. I like the fact that it is a single stage A/D CTF map, it marks it out as different and it totally works. I do believe that the style works well and its optimised nicely. The balance and gameflow I find to be a little lopsided at times, once the first point is captured it can be a quick 2nd and 3rd capture before the defence can react, though this could be due to poor teamwork on RED's side. The map is a bit corridor orientated but it is one of my favourites of the CTF's.

Slate
Category|Rating
Gameflow|3
Balance|3
Detailing|5
Optimization|4
Style|4


I like the Sawmill theme, I know a lot do not, but I do. That being said I find this map to be a little unfulfilling, rounds are over fast as you intended but it means that fighting seems sporadic and quick rather than any wars of attrition where a good piece of teamwork or individual skill can break a short deadlock. Like others I also believe the map lacks vertical gameplay.

Panamint
Category|Rating
Gameflow|3
Balance|4
Detailing|3
Optimization|5
Style|4

The map is incomplete and I believe some areas of the map could use further revision in terms of detailing, and gameflow. Optimisation is not a problem, though the leaning on elements from Valve maps in terms of design sees me knock a point off for style.

Premuda
Category|Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|4
Style|5

It didn't play as well as I thought it would but this is definitely the most beautiful entry into the contest and certainly the one with the most original style. It truly is a wonder to behold. The gameplay is good, and the balance is almost there but it made need a few revisions in the future.

HAARP
Category|Rating
Gameflow|5
Balance|3
Detailing|5
Optimization|5
Style|5

I really like layout of each of the levels and the map is very much fun to play. It is also intuitive to learn where to go (except for those not following the HUD). The map has a great style, and for me, the last point is a beautiful idea brilliantly executed, the big desk and office overlooking the satellite is fantastic. My only complaint with the map is balancing, it can become a complete chokepoint at several points, but mainly if there are big teams, with smaller teams it does not. The only problem with smaller teams is that it often become a roll for Blue.

Bayou
Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|4
Style|3

I've played this and I love some of the features but the map feels a little one-dimensional in terms of routes and I'm not a fan of Red's routes to the capture points. The use of the Swamp theme is good however and I liked the detail and style, I did find the map dark though.


PLR

Scoville
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|4
Style|4

I've only played it a couple of times but it was a lot of fun and it looked pretty. I like what you've done with the different stages and I love some of the features you have included in the map.

Solitude: Have Not Played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Animus
Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|3
Style|3


This map could have been great, if the style I think you were aiming for was captured, as it stands its far too orangey brown and it doesn't feel as ghoulish or hell like as it should. The first two maps are also far too big, causing more of a fight over pushing the cart the most than actually fighting between the sides. The third stage is too small in contrast and doesn't allow for attacking the other team to prevent a victory thanks to the walls.


Cornfield: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Nightfall
Category|Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|5


The best map in the competition in my opinion, this really could be made official. It is what Valve should have done with Payload Race. The stages are keenly fought without massive stalemates, there are good alternative routes, the map itself is pretty, and there are great battles going on all over the stages. The first two stages are generally the most fun I've had on TF2 in the TF2Maps.net servers. The stages are designed well, the layout is great, allowing for pushing the cart, sneaking behind enemy lines, and use of sideroutes to disrupt the enemy.

Quite simply, this map is brilliant.

Rollout: Have not played
Category|Rating
Gameflow|N/A
Balance|N/A
Detailing|N/A
Optimization|N/A
Style|N/A


Highwind
Category|Rating
Gameflow|3
Balance|3
Detailing|4
Optimization|5
Style|3


I'm not a big fan of the style, but I love how you executed it, and I like the way you designed the map.

Arctic
Category|Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|5
Style|3


When I played this it was a steamroll for one team both times, that may have been teams, but it seemed to me to be to do with which team passed the central point first would win. The skirmishes were in the same areas and there wasn't much scope for treachery.

Panic
Category|Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|5
Style|4


Another great payload race map, its an interesting design, the second (or third) stage seemed a bit long but I do like the first stage and there are several ways of getting behind enemy lines and causing havoc. Its a nicely detailed map and I like the style.

Agent_Orange
11-20-2009, 05:42 PM
CTF|Flow|Balance|Detail|Optimization|Style|Overvie w
HAARP|4|5|5|4|4| My first and favorite. A vast yet homey stage that encompasses the base feel of 2fort with the winter terrain experience of Viaduct. Altogether spot on.|
Premuda|3|5|4|4|3| Intricate to an excess. Parts had a good resemblance to Well but the amount of routes to get to a single place ruined the concentration of the team.|
Slate|3|4|4|4|4| Very enjoyable with a few exceptions. Red did have a slight advantage over Blu on this map disregarding this there is still the fact that the map is concentrated and then open at the wrong parts. Both cap points are wide open while the area between them is slim making it easy for Red to prevent the 2nd cap.|
Snowdrift|3|3|3|2|3| Clearly my least favorite of the CTF maps. Once again there was plenty of ambiguous routes yet Red almost always won despite this fact. My main gripe with this map however is the appearance of the Pyro’s flames, they are very pixilated and quite frankly obnoxious.|
Vector|4|3|4|4|4| This map was a blast. It still needs work as far as design but I believe it will become a beautiful stage. Sentries can also be built without much exposure thus red does have an advantatge.|
PLR|Flow|Balance|Detail|Optimization|Style|Overvie w
Artic|3|4|3|3|4| Playable feel to it. Just didn’t have that extra umph that makes TF2 maps so great.|
Cornfield|2|4|2|3|2| Possibly the worst map I’ve played. Numerous extraneous routes as well as having plenty of places that simply have no purpose. The gameplay is decent but the map needs a lot of work, style and otherwise. Not to mention the fact that during one game the carts bumped into each and the game essentially became stuck.|
Nightfall|3|4|4|3|5| Has a great Sawmill feel to it. Enjoyable but has room for improvement in size and layout.|
Panic|5|4|4|4|4| Possible the most fun map to play solely for the reason of the drop of the kart at the beginning. Other than this the map is solid yet isn’t too unique.|
Rollout|4|4|4|3|4| Never played an indoor kind of pipeline map like this. The originality is spot on but yet again could make improvements with space management.|
Solitude|4|4|3|4|4| Very easy to play and play well. Easy for every class (with the exception of spy on occasion). Another unique map that has a lot to offer with some tweaks.|

StuartPB
11-20-2009, 08:55 PM
Introduction
Hi, I'm Stuart P. Bentley, just some DigiPen student who likes TF2. I'm not really a mapper at all, but I am known for my critical ability, so I figured I'd weigh in on my opinion on each of these maps.

Needless to say, this post will have rolling updates as I play the maps again and again and solidify my points. Not being a mapper, I can't really give an informed vote for optimization, so I'll just give maps a 5 unless I noticed a particularly glaring problem.

Also, I'm going to go ahead and hop on the bandwagon for stealing eerieone's template.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/_ctf.jpg
The biggest problem I've seen with A/D CTF maps is that most of them do not take into mind the difference between A/D CTF and A/D CP: most of them are merely "a CP map with a custom prop instead of teamwork," with control points laid out for group captures over time rather than single instant capture points. They rely too heavily on the novelty of new models and entities rather than the difficulties and advantages associated with this particular gamemode.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/bayou.jpg
|Flow|Balance|Detail|Optimization|Style
Bayou|4|4|3|5|3
This is by far my favorite A/D CTF map, as it's the only one I've actually found to be balanced, taking into account the difference between CP and CTF A/D. IT used the layout of the map itself as the resistance factor for the attackers (which made for some particularly tense moments, like a true CTF game), rather than most other maps, which lay out every point to be accessible (like a control point) and attempt to balance it by creating more sentry spots. All that said, the final point is, in its simplicity, fairly anticlimactic, as all it really is is a point to wait for a Medic's uber to end the game.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/haarp.jpg
|Flow|Balance|Detail|Optimization|Style
Haarp|-|-|-|-|-
I only played the last point of this for a moment, so all I can comment on is that it would seem that this map's large, empty spaces would make it difficult to play, and that the last point very much reminded me of the one cinematic I can remember from the demo of Too Human (with touches of Bioshock and Mass Effect).

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/panamint.jpg
|Flow|Balance|Detail|Optimization|Style
Panamint|2|2|2|5|2
Needless to say, this map is far from finished. The "weird long shiny dildo" (to use a descriptor for it from the server chat) doesn't fit in with the bulgy, plasticine aesthetic of TF2.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/slate.jpg
|Flow|Balance|Detail|Optimization|Style
Slate|2|2|3|4|2
Slate is nice-looking enough, but it still has the same problems of all the other A/D CTF maps. Also, a point from optimization for weather effects remaining when toggled off in advanced settings.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/snowdrift.jpg
|Flow|Balance|Detail|Optimization|Style
Snowdrift|3|2|2|2|2
I just got done playing a bit of Snowdrift- namely because, while running it, the server crashed. Twice. As such, I'm going to go ahead and blame the map and give it a 2 for optimization. As for everything else, it's still got the same problems as all of the other maps (although I'll note that this map gives a bit more focus to the initial placement of the intel, which is nice).

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/vector.jpg
|Flow|Balance|Detail|Optimization|Style
Vector|-|-|-|-|-
I've yet to play through all of this map due to a flaky internet connection and as such have left it unrated, but from the first set of points it seemed this map was basically a remix of Dustbowl in TFC, a goal which, it seems to me, was already done with greater success with cp_dustbowl.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/_plr.jpg
It's nice to see some PLR maps. Definitely a game type with a lot of potential.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/animus.jpg
|Flow|Balance|Detail|Optimization|Style
Animus|3|3|4|1|2
As has been said, this map certainly has style. The cart is interesting, the final point's physics animation is epic and Metropolis-esque... the problem being that it lacks a style, instead just being a bizarre lump of colors, models and brushes. Also, beyond the spawn gates the map lacks anything to draw to the buffer, which is very sloppy.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/arctic.jpg
|Flow|Balance|Detail|Optimization|Style
Arctic|-|-|-|-|-
Haven't been there yet.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/cornfield.jpg
|Flow|Balance|Detail|Optimization|Style
Cornfield|-|-|-|-|-
What's in the box? Where are the cornfields? What is the meaning of life?

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/highwind.jpg
|Flow|Balance|Detail|Optimization|Style
Highwind|-|-|-|-|-
I'm greatly looking forward to this map, although I've yet to play it.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/nightfall.jpg
|Flow|Balance|Detail|Optimization|Style
Nightfall|3|3|3|5|3
I remember being baffled upon reaching this map's third point, after seeing two coherent and well-detailed points, and discovering a sparse, dev-textured, and inexplicably downhill into nothingness third capture. (May I suggest, if you're planning on sticking with this third point design, to have the final endpoint for the bombs be a large pit full of bombs, with the map's objective being to add one more to the pile.)

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/panic.jpg
|Flow|Balance|Detail|Optimization|Style
Panic|3|4|4|5|4
I'm a sucker for this map's introductions (possibly the only map where a team's own objective can kill them).

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/rollout.jpg
|Flow|Balance|Detail|Optimization|Style
Rollout|-|-|-|-|-
Haven't seen it.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/scoville.jpg
|Flow|Balance|Detail|Optimization|Style
Scoville|-|-|-|-|-
I came in at either point A or C of this map. Either way, I don't remember much to note of it except for a distinct lack of chili peppers.

http://dl.dropbox.com/u/1060304/cp%20map%20rotation/solitude.jpg
|Flow|Balance|Detail|Optimization|Style
Solitude|4|4|3|5|3
This is a fun and fairly simple map to play on. The early interplay of RED and BLU right out of the gates is something a great many maps lack.

shinokorosha
11-20-2009, 09:57 PM
Ian's Dishing Out Some Points and doing so while looking totally lost and calling everything "interesting":


|Flow|Balance|Detail|Optimization|Style
Animus|3|3|2|1|3
Bayou|2|2|3|2|3
HAARP|2|3|3|3|3
Panamint|4|3|4|3|4
Premuda|4|4|3|4|4
Slate|4|4|5|5|4
Snowdrift|3|3|4|5|3
Vector|3|4|5|4|4
Arctic|3|4|3|2|3
Cornfield|3|4|3|3|3
Highwind|3|3|3|2|4
Nightfall|4|5|4|3|4
Panic|5|4|3|3|4
Rollout|3|1|1|3|3
Scoville|3|3|3|4|3
Solitude|4|4|4|4|5

TMP
11-20-2009, 10:21 PM
I was going to do this in a video but I decided to do it like such, with some extra stuff off to the side and

1-Novice, as of a first map
IE- Detailing: cp_orange_x3

2-Fair, what I expect out of a map from about a year ago to earlier
IE- Balance: cp_junction

3-Showing signs of expertise, but not quite great
IE- Detailing: ctf_mach4
Flow: cp_gydan

4-Great Job, a high level what I expect from a good final, Valve-quality
IE- Flow: cp_granary
Balance: cp_gravelpit
Optimization: pl_halfacre

5-Jaw-dropping, better than Valve, ect.
IE- Optimization: pl_swiftwater
Detail: plr_pipeline
Style: tc_meridian

(Opinions are not guaranteed to match the reader's. I am also a really tough critic, so don't be suprised in the least bit.)

|Flow|Balance|Detail|Optimization|Style|Include in my rating pool?
Animus|X|X|2|4|2|No
Bayou|2|2|2|2|2|Yes
HAARP|4|3|4|3|4|Yes
Panamint|X|X|X|X|X|No
Premuda|3|4|5|3|4|Yes
Slate|3|3|4|4|3|Yes
Snowdrift|4|5|4|4|3|Yes
Vector|4|2|5|4|5|Yes
Arctic|2|1|1|4|2|Yes
Cornfield|2|3|2|2|4|Yes
Highwind|5|2|2|4|4|Yes
Nightfall|4|4|3|5|3|Yes
Panic|3|4|4|4|5|Yes
Rollout|3|2|1|3|1|Yes
Scoville|3|3|3|2|3|Yes
Solitude|3|4|4|4|4|Yes

MAP|MORE DETAILS
Animus|I have inadequate amounts of time on the map to be rating it as if I was acquainted with it. I did give some basic numbers on what I did think the map deserved in the catiegories I could rate. The detailing is fairly farfetch'd, but generally fine. Even with dev textures, the geometry can be interesting. I noted no major problems with my optimization, the map ran like I expect a map to, but the file size itself showed no sign of optimization. The style is fairly over the place, but pieces itself together, just not in a coherent way.
Bayou|I've never quite seen this detailing style in tf2. Its a mix of the swamp theme with lots of props and old time texture styling. It's fairly strange. The flow of the map is generally stop and go, up to the third point. The third point (The sunken building) is where most of the map really just falters. It is an interesting concept that just does not play out well; it bars the detailing potential, can be a headache, and causes many problems with optimization I would note severe drops in my fps in it; did you func_detail the entire building?) With smart hint work it could work out but until then head=exploded from it. Generally game flow and balance just throws itself out of the window at that point, enough to where I never had the chance to see the last point without actually just going there out of red spawn. The style of it with the texture themes on the first and second buildings do not really compliment the sophistication of the swamp theme, and detract from the overall style.
HAARP|HAARP has no major issues overall and feels like a good custom map. The flow is generally well, and offers risk-takers benefits, something I think is performed fairly well. General movement also is pretty fun and nice, albeit not jaw dropping. In balancing terms, the classes naturally aren't perfectly balanced, and scouts/soldiers/demomen tend to have the easiest time in the map overall, and have the coolest ways to cap for most as well as have plenty of things to exploit. The styling seems new to TF2, I don't think anyone has captured the large encompassed evil spytech base theme as well as you have though, the style is really nice in that regard, but the satellite dish doesn't seem climactic enough for the final cap, as well as the feel of the outdoor areas as merely a breathtaker, especially prevalent at 3-1 to 3-2, where you are thrust outdoors for some strange reason between two areas that seem deep in the base. The optimization work is obviously done, as I note that areas that were problematic are no longer, but the fps can still dip down due to the design in some areas. The map size does not appear as if you took broad steps to making it smaller as well, but that is not a major issue.
Panamint| Did not play the contest version.
Premuda| I had not played a premuda more than once up to b1; I knew what they all looked like though. When I looked at premuda, jaw dropped. It's beautiful. The detailing is gorgeous. I'm never looking at something that is just nonexistant and undetailed in the map; everything is! Even the intel! It's really a great thing, and I haven't really been as impressed with detailing as I have since I opened pipeline! The flow on this map though can detract. Generally I knew where I was going, and the signs were fine, but with the last stage I tend to have difficulty finding 3-1 fairly swiftly (And I wouldn't call this a problem solely on my behalf; I get maps instantly). The gameplay flow is better than a good portion of maps, but it isn't perfect. At this point I wouldn't consider it possible without major revision. The style you have created is amazing, but it isn't something I normally would expect in tf2. It catches me off guard, and in some areas feels segmented, but it is not bad at all.
Slate| Slate feels middle of the road, its a nice balance of goodness and style with some good detailing with incidents of small touches that really bring out the map. It's a good staple and I believe it flows well. The only issue is that I don't think it pulls off the sawmill theme greatly (The detailing does, just not the geometry), and the ending is fairly anticlimactic, as there is nothing real rewarding to rush to.
Snowdrift| It is few and far between when a map gives me the opportunity to win as both sides and play any class at almost any time (Probably except engi on 1-1 on offense). Snowdrift has those opportunities and it is amazing. It plays very well. The fights occur in nice spots and whatnot, and I never am lost. I enjoy points like 1-2 where every class has the opportunity for the shortcut, just it takes more time in the fighting zone. The detailing on this map is certainly not breathtaking, and the lighting is fairly generic, but it gives off a nice cold feel. I feel though that the environment is just slightly off of the theme in some incomprehensible way. I look forward to getting this maps to servers.
Vector| Honestly, Vector is probably the only map I am going to give two 5's to. The style of TF2 is hit PERFECTLY, and the spytech and the hydro theme is just amazingly detailed and just... perfect. The flow of the map is fairly good. Pretty much dustbowl, after all. It didn't feel up to par to some maps I have played, and skirted in at a 3. The balancing, oh ho ho. If I can say I have won egypt with a higher percentage than this, I can say it's stacked in red's favor. I think I have won this map ONCE on blu, and we spawncamped the living shit out of the enemy with extreme coordination. The thing is, the class balance is fairly good (I could often run any class without difficulty), and the small staircase to the crosside from final in the pit really did help out, but certain parts like 3-2 and 2-1 really put the balance in shambles at times. At least you abided by my philosophy on "Red isn't supposed to lose half the time on a 3 stage map" philosophy. The optimization isn't terrible. It's not amazing either. I don't notice it in game, but downloading it can be a chore.
Arctic| OH DEAR GOD THE MAP IS HUGE is the first thought I got when I got to stage 3. Even so, it just feels AUGH. Having to push past enemy spawn and above it for a long time... not exactly friendly! (Stage 1 I think, maybe stage 2, I forgot). There's one stage that's just perfect in layout, where the push past spawn is barely anything, but the other two stages are tiresome and boring, especially the last stage. If one team is behind on stage three, they can kiss their chances goodbye; it takes forever to get to the final area. Snipers spawncamp in stage 1 I think, and the map needs some major tweaking. The displacements are really rough and it just doesn't evoke the tf2 feel all the way.
Cornfield| This map is an oddity in some ways. Stage 3 is awesome, stage 1 and 2 need tons of work in terms of detailing and polish. The stages have decent flow, and they need some work. Balance is middle of the road; the map is fairly small sometimes and pyros can have short work of people if you are not careful. The main issue I'm going to talk about is optimization, or more importantly, file optimization. One detailed stage. 98 megabytes. I know the custom sky is huge but come on! The latest version of furnace creek is 50mb only, so come on! On a map with one detailed stage of the size of cornfield, you will never be able to market it when it becomes fully detailed in all three stages! The FPS can also dip in stage 3. The style is tried and true Furnace style, and it looks nice. Really helps the water evoking too; I really like the ending.
Highwind| Highwind really suprised me when I played it the first time; It played extremely well. The flow was easy and simple, and I could get anywhere I needed to with ease. The players would be dead long enough to push in and cap, and when the cap would happen we'd get the ability to push in rapidly. I really was smiling while I was playing it. I think the map flowed so well it didn't need signs (Did it even have any?) The balance of this map though is a let down from the flow. Demomen, soldiers, and splash classes have this while snipers and spies have to suffer fairly harshly, even with the dungeon route. The style is nice and fun, albeit a little bright and pippy for tf2, and the detailing is simply sub-par; many floating props existed and the barrel props were wrong, causing them to have the break model on not breaking, which was fairly.. disgusting? The map file size could perhaps be optimized even more, but that is pushing it, but it could benefit from it.
Nightfall| This map is probably the easiest marketed out of these mostly because the sawmill theme is still fairly fresh and it has a nice file size, plus there are no major optimization issues and gameplay is fairly nice and established, if it were not for the incomplete last stage. The balance, flow, and detailing is fairly par to above par, and the map feels overall nice and complete, aside from the last stage. Hurry up and finish it, its hurting your score.
Panic| Great theme, great style, detailing is sparse and noticeably lacking in some areas, but is generally on a very high scale. Stage 2 is amazing in detailing. Stage 2 flow is best, followed by Stage 3 and Stage 1. Class balance is fairly decent and good, aside from heavy on stage 3, who really just feels out of place. Stage 3 flow is really fun, but spawn time can provide a lack of ability to catch the cart in many situations, leading to a fast loss with a team roll.
Rollout| Feels like a novice map in style and detail. Can use some steps to make it more detailed and good feeling. The gameplay isn't bad, but some classes feel barred to a degree. The gameplay style really bars the balance of it, as it requires a really good team to win. Games can go on forever it feels like.
Scoville| Nice style, great detailing where it is detailed, where it is not the geometry is detailed and decently interesting. Poor optimization (Although it isn't horrificly novice), good class balance, and good flow. Stage 3 feels slow and drawn out. Sun styling at the end doesn't match the snow feel in first stage, disconnected, glad you're changing this.
Solitude| A generally strong map, with no strong faults in anywhere but nothing really drawing it to amazing. Great quality map that could be on most servers. Stage 3 can feel kinda boring and disconnected though.

MrAlBobo
11-20-2009, 10:39 PM
So...finally I got around to completely my reviews, I had no desire to do a placeholder post as that just seems stupid <_<
Anyways, with each review i am posting a stats link, heatmaps should soon be available as soon as pepper can fix whatever broke the database.

Oh and the average is more for my benefit then anything ;)


Animus
Category|Rating
Gameflow|2
Balance|3
Detailing|4
Optimization|4
Style|3
Average|3.2


Ive never really been a bit fan of the layout, the first stage is exceptionally long when compared to the other stages and tends to be a bit exhausting when played several times. The orange color overlaying the map is an interesting effect, but frequently reaches the point where it effects visibility. Despite that the map is detailed quite well to fit that theme. Along with the first round being long, its also very flat, that tends to make the gameplay a lot less interesting. The second stage happens to be my favorite and I would rate it alone as 4, 4 for flow and balance, the availability of many different heights in the map is quite nice, in some areas it may be a bit overdone, for instance I could see the upper exit to the spawn and the area immediately around being removed. The third round...tends to simply be a bit of a spam fest, very narrow with both teams spawning very close to each other. As for optimization, I never noticed any performance hits, about all I can say.
http://stats.tf2maps.net/map.php?id=974

Arctic
Category|Rating
Gameflow|4
Balance|3.5
Detailing|2.5
Optimization|3
Style|4
Average|3.4


I quite like the progression of this map, the stages increasing in length instead of shortening is something I greatly prefer in plr. The first round is my favorite in this case, the fact that the round manages to stay rather compact while still having multiple side paths is a great accomplishment. I have a lot of fun playing as spy and heavy on this round. The second round does need some more work though, every single time ive ever played this map I just go sniper, as its just so easy. Not to say I don't have fun doing this...but I imagine the people im hitting are getting mildly annoyed ;) The third round is just...too large, reaching the cart when its at the end is a painfully long walk, I mean, ive seen forward spawns, but ive never spawned in one. I almost think it would be more effective to always spawn at about the middle that way the overall walk is alot shorter. Obviously most of the map isn't detailed yet, the part that is looks quite good though, even the dev textures are displaced in interesting ways. The crashes tend to detract from the fun. <_<
http://stats.tf2maps.net/map.php?id=998

Bayou
Category|Rating
Gameflow|3
Balance|4
Detailing|3.5
Optimization|2
Style|4
Average|3.3


Never been a fan of the single stage attack and defend alternative, ive never seen it really be as good as the multiple stages. Surprisingly well balanced considering that, I have actually seen all the point successfully defended at some point in time, just as ive seen blue win. So that is a good sign for balance. All the points being at various heights and locations is also a plus, though it takes a bit longer to figure out the map, a bit of sign overkill as well. The detailing is appropriate as well, and a nice use of the swamp theme, though frequently you get the impression of props just randomly thrown about, the tilted building is quite amusing though. At several places in the map my fps would drop below 60, the area outside the first point being the most notable, and obviously the tilted building. The exceptional difficultly to get out of the water around the last point is also kinda annoying.
http://stats.tf2maps.net/map.php?id=1006

Cornfield
Category|Rating
Gameflow|3.5
Balance|4
Detailing|3
Optimization|4
Style|3.5
Average|3.6


I credit this map for getting me to play spy again, spy is ridiculously fun to play on this map, on every stage. The first stage is nice and simple with side paths that don't detract from the flow at all. The second round maintains alot of the good features from the last round, but it introduces a "back area" which sees minimal use and could stand to be removed, then obviously there is the crossover bug. And after a cart makes it past the crossover the defending team seems to very frequently forget about the cart. The last stage happens to be my favorite plr finale, the complex area around the starting area makes it very easy to get close and knock the opposing team off their cart, something ive always hated about pipeline. For style...you know, generic desert, +.5 for the present in the skybox.
http://stats.tf2maps.net/map.php?id=995

Haarp
Category|Rating
Gameflow|4
Balance|4
Detailing|4.5
Optimization|3.5
Style|4.5
Average|4.1


A very good map in my opinion, and because of that I really don't have that much to say. First round is fun with a variety of classes and a variety of roles. Second round is the weakest, the first point just feels very static, the sentry positions are virtually the same every time people usually do the same thing, and blue always takes it. The 2nd point is an interesting layout but very frequently it becomes a sentry farm if red team desires to do so. The last round gets the same general comments as the 1st, with the addition that the final point being very open, yet defensible is a nice change. One thing that always kinda bugged me was the nobuild on the point. Details are nice and original, and the theme is fresh and very well maintained. The only thing keeping it from a perfect detail/style score is the lack of some kind of ending scene. A few places in the map where fps drops briefly below 60.
http://stats.tf2maps.net/map.php?id=988

Highwind
Category|Rating
Gameflow|2.5
Balance|3
Detailing|3
Optimization|4
Style|4.5
Average|3.4


I quite like the new style, which in my opinion does fit the tf2 theme just fine. The gameplay is initially quite fun, but starts to get stale after the 1st cap. Repeatedly going through the same level with a very slow object to push is kinda tiring. Then the fact that there isn't really a "goal" makes it really feel like your just killing time. While the theme is very nice, the detailing is rather sparse.
http://stats.tf2maps.net/map.php?id=996

Nightfall
Category|Rating
Gameflow|4
Balance|4
Detailing|3
Optimization|3.5
Style|3.5
Average|3.6


One of the more fun plr maps. First stage gives alot of variety in route choices, so many in fact that I tend to forget about the cart in favor of the better path, as the cart path is the least advantageous. The second round is a joy for the offensive engie, a big plus for allowing building in the setup area. The last round is again an interesting change, yet I don't have any strong opinions on it. On the detailed rounds the night/sawmill theme works reasonably well, though there are a few fps drops below 60.
http://stats.tf2maps.net/map.php?id=990

Panamint
Category|Rating
Gameflow|3
Balance|4.5
Detailing|3.5
Optimization|4.5
Style|3.5
Average|3.8


Very well balanced map, at no point while playing did it ever seem like one team had a greater advantage. It really irritates me when I can't build in the large empty area outside of spawn on the blue team. The first point being high off the ground but close to blues spawn works well. In the second round the "badlands" 2nd point is kinda annoying to defend, as you pretty much have to defend directly at the point. The 3rd round has a ridiculous amount paths to the 2nd point, and the one that leads so close to the point and reds spawn may not be the best idea.
http://stats.tf2maps.net/map.php?id=969

Panic
Category|Rating
Gameflow|3.5
Balance|4
Detailing|3.5
Optimization|4
Style|5
Average|4


This is my favorite map in terms of style, all the random crap is just fantastic, the cart killing people, the wall exploding, the the extreme bass. The frequent darkness causes a few hits in both detail and gameplay, the dark corners are a bit annoying regardless of whats going on. The first stage ive played engie at least twice as much as every other class combined, the availability of the good offense engie positions is very fun. The second stage tends to pale after the first, I am not really a fan of the disturbingly direct path between both teams destinations. It gets very spammy, very quickly, and the other path options end up dead as soon as the carts leave them. For the third round I like how it seems to fix everything I don't like about pipeline, the two narrow paths are blocked from spam and being shot from across the map by a nice building. A building which is also very effective for defending. The fact that it almost always has a fast result is also very refreshing.
http://stats.tf2maps.net/map.php?id=1004

Premuda
Category|Rating
Gameflow|2
Balance|3
Detailing|5
Optimization|3
Style|4
Average|3.4


Not bad, not bad...obviously one of the more well-detailed maps. The gameplay seems a bit lacking though, overall I dislike how the layout is always positioned in such a way that it is by a wide margin the best idea to defend the point directly. This does ensure that red is actually doing their job, but it results in painfully static gameplay. It always comes down to uber vs sentry and thats not really all that fun for the rest of the team. Points 2-1, and 3-1 are the only ones that don't end up like this. For the most part the formula of who wins is entirely tied to whether or no blue has 2 or more good medics, and that just plain not fun. This is the first map I didn't critique the individual levels, but my opinion is basically the same for all of them. <_<
http://stats.tf2maps.net/map.php?id=1000

Rollout
Category|Rating
Gameflow|3
Balance|2
Detailing|2
Optimization|2
Style|4
Average|2.6


The map just feels...weird, between the scores only being calculated at the end of all the rounds, the rather abrupt and strange advancement to the next round, and the imbalance between teams. The first round is actually quite fun, but all the ones after it feel pretty much like long individual paths, kinda boring in terms of gameplay. The server crashing and odd round changes lead to a lower optimization score. The entire map being dev lowers the detail score. And the attempt at a more dynamic plr map leads to a higher style score, though poor execution in terms of balance and overall fun lead to lower gameplay scores.
http://stats.tf2maps.net/map.php?id=1001

Scoville
Category|Rating
Gameflow|4.5
Balance|4
Detailing|3
Optimization|1
Style|4
Average|3.3


Hands down the biggest fps hit ive ever had from a map, that said ive always found the map quite fun, as a variety of classes. Unlike most maps I don't have a set class I play at least once every round depending on how its setup, and I quite like that. Id go as far to say that the layout is likely perfectly balanced, a nice amount of side paths, the main paths are open but not really dominated by snipers, and the third round is just excellent, I have yet to not have fun on it.
http://stats.tf2maps.net/map.php?id=997

Slate
Category|Rating
Gameflow|3
Balance|3.5
Detailing|4
Optimization|4
Style|3
Average|3.5


Average...its simply the best way I can describe the map, its just there, its not bad, but its not really that great. The first round I actually really don't like, it does the opposite of what most multi-stage maps do, it starts out very narrow, with minimal path options, this makes it a rather boring start as people keep getting funneled to the same places. The second round improves on this slightly at the first point as you have alot of options as attack and defense, namely defending away from the point is actually possible. At the second point it narrow to two paths exiting is almost the same place, leading to a massive choke point, creating that uber vs sentry gameplay that is just so boring. The third round is by a wide margin my favorite round, there are far more different options for paths and class choice...once blue gets past the first point. I think the 2nd point is by far the best done point in the map, sentries on the point can be distanced, extra sentries can be avoided.
http://stats.tf2maps.net/map.php?id=961

Snowdrift
Category|Rating
Gameflow|2
Balance|2
Detailing|3.5
Optimization|4
Style|4
Average|3.1


This map overall just feels blah, most of the time blue rolls through red until the last point where it can go either way. This has the effect of making it rather...not fun...for both teams. The lack of a blocking zone pretty much just allows blue to "tfc" cap all the points unless red piles most of their team around the point along with several sentries. Which in turn pretty much forces uber vs sentry gameplay, more so then any other map ive seen.
http://stats.tf2maps.net/map.php?id=975

Solitude
Category|Rating
Gameflow|3
Balance|4
Detailing|3.5
Optimization|4
Style|4
Average|3.7


This map just came out of nowhere, and holy hell, its actually fun! (first exclamation mark ive typed without being sarcastic in at least 6 months) The first round is basically the standard desert theme, with a straight forward path, supplemented by a few ways to sneak behind the other team, and assault at a distance, the ability to reach your cart and the point you need to defend from spawn is very useful. The second round is my fav, the path directly to your opponents spawn area is very fun. The other abundance of ambush paths keep the rather short track fresh. The third point I am not really a fan of, the area in the middle is just not fun to be in, the enemy could come from virtually anywhere, this makes the area alot less fun for low hp classes, as your virtually a sitting duck all the time.
http://stats.tf2maps.net/map.php?id=991

Vector
Category|Rating
Gameflow|4.5
Balance|4.5
Detailing|4.5
Optimization|4
Style|4
Average|4.3


My favorite map coming out of this contest, its just the most fun to play. The state of progression has been perfected here, each round is actually harder for blue then the last, this is maintained by a decreasing number of wider path choices for the most part. I really don't have anything to say about the layout...namely there isn't anything I can recall irritating me. Its balanced in the correct way, namely, blue wins a little more then 1/3 of the time. This boils down to blue normally winning the first, frequently taking the 2nd, and sometimes taking the third. And I call that a success.
http://stats.tf2maps.net/map.php?id=999

SPHinx
11-21-2009, 05:19 AM
Haven't had a chance to play all of the maps yet. Here are some votes for those I have played.

A/D CTF Maps: | Gameflow | Balance | Detailing | Optimizing | Style | Comments
Vector| 5 | 5 | 5 | 5 | 5 | I'll go ahead and give perfect marks here. Whenever I play this map, I do feel that it is OVER-detailed somewhat. I find myself wanting to look around rather than focus on the objectives. But this is a silly thing to take points off for. Really well done.
HAARP| 4 | 4 | 5 | 5 | 4 | This is another very polished map. Too tough for RED, so I've knocked off some points there for balance. Can be a little confusing to find the points, especially when trying to defend and you're new to the map. Style is nice, but nothing extraordinary.
Snowdrift| 2 | 3 | 3 | 5 | 3 | A fine effort. My biggest problem here is lack of labeling on the capture points and spawns. It was not obvious where RED needs to go at the start of the map. And as others have observed, it does really favor sentry vs. uber play. Style is OK. Not quite as polished as some of the other entries.
Bayou | 2 | 3 | 3 | 2 | 3 | A really ambitious map, which I like. Very confusing though. It is part of the style, I guess, to have the kind of odd pathways and tunnels, but more signs or a slightly simpler layout would help. When the teams are balanced, the layout favors RED. What detailing there is, I like, but it's definitely not as polished as the others. Optimization is also an issue. There can be much slowdown and loss of FPS at times.
PLR Maps: | Gameflow | Balance | Detailing | Optimization | Style | Comments
Scoville| 5 | 4 | 3 | 2 | 4 | Could just be bad luck, but my games here are never quite as fun as some of the other entries. The layout seems well planned to me, so I can't say what the problem is. Maybe just rotten teams. I really like the detailing and style work in the first and final stage. Optimization, as everyone seems to know, is the big one here. I don't love the fans chopping me to bits. Might just have to get use to that.
Artic| 5 | 4 | 2 | 5 | 3 | I always have fun on this map, so although it isn't quite as far along as some of the others, I'm bumping the gameflow score up a bit. Detailing and texturing where there is some is nice. I look forward to seeing more. Plays quick for me with no noticeable slowdowns.
Nightfall| 4 | 4 | 4 | 5 | 4 | Nice layout and theme. The roll-down on the last stage is kind of fun idea. Quite a polished entry. For me, there's nothing too extraordinary about it, to really push it over the edge into the perfect score range.
Cornfield| 3 | 4 | 2 | 4 | 3 | Still in early stages, so a little hard to judge against some of the other entries. This one has some problems with people tossing bombs over the gates before the round starts. Also, every time I've played it, it seems to be more about the killing than about the payload. This isn't a terrible thing. I like the detailing a lot on the final stage. Wish there was more.
Panic| 5 | 5 | 4 | 5 | 5 | Almost perfect scores. The detail work isn't quite what it is in some of the CTF A/D entries. Really fun map. Really inventive with the setup stuff.

Overheal
11-21-2009, 01:25 PM
A/D CTF Maps: | Gameflow | Balance | Detailing | Optimizing | Style | Comments
Vector| 4 | 2 | 5 | 4 | 4 | Neat looking, great overall theme (We need more Hydro!), and if you're attacking its very very easy to know which way youre meant to go. But its a bit like a cardboard cutout - looks great on this side but when you look at it the other way, it looks really bad. Greatly favors BLU until stage 3 when it does almost a complete 180 reversal. Playing RED in the first 2 stages - I just dont find it satisfying in the least. Attacking its great the whole way through, particularly as an offensive Engineer. On defense though I always feel uncomfortable and completely out of place; theres rarely any terrain features for RED to rally around; the best ones are usually saved for BLU. The final Generator is neat as balls but needs an elaborate sexy skybox or something. More than the others this feels like a Fortress Map - and thats what we want! Just make it a bit more defensible in the first 2 stages.
Bayou| 3 | 4 | 3 | 3 | 2 | I dont mean to be harsh but all I could think of while playing this was "This is what happens when you teach a Random Number Generator how to make TF2 Maps". Its a very Chaotic map that over relies on signage to direct players to the Objectives. At least every round played, there was a flag carrier on either team that would go to the wrong Point altogether out of bewilderment. Of special mention though theres a few great places to jump down and flank people (I heart Backburner) but overall its more of a Game-Puddle than gameflow. I did like some of the detailing (The submerged room was a great Theme choice and I had a few laughs with the Coffee Machine) but it greatly needs some Cohesion.
HAARP| 3 | 3 | 5 | 3 | 5 | The scenery is fantastic but I felt like it played a bit too quickly. The average round/stage time was 90 seconds, leaving no time to have any fun (sniping, building, etc). Seems as though RED needs a few more buffs (and spawn exits - spawn camping is not cool) but the whole Cliffside Evil Lair motif? Fucking Excellent. Crashed to desktop on it though, and this really hurt your score. As did the speed of play: we were off the map again in about 8 minutes (2 rounds), which left very little time for appreciation.
Snowdrift| 3 | 3 | 4 | 4 | 3 | Wasnt too impressed with it. The biggest issue for me was a chokepoint before the first cap. One particularly annoying SG spot with a bunch of crates that just felt too convenient for the defender and was essentially an awkward looking Catwalk anyway. The rest of the time I found myself running in circles due to a lot of Signage which contradicted itself - arrows everywhere of every color. Madness. Played better a second time around, but still loses points on detail. Too many parts of the map feel similar and it gets disorienting.
Premuda| 3 | 4 | 5 | 3 | 4 | Very detailed, nearly complete. The Final CP is imbalanced and needs a second path or two put in (currently 1, and its very windey). The LIGHTING is atrocious. It looks good cinematically speaking (My jaw dropped when I first got in the map) but it washes out all the colors. Everything is Orange, and it makes it a strain to discern friend from foe. It doesnt help pathfinding much either, for the same reason, its too hard to see side paths if all the walls and floors look so similar. A couple Dark spots need working on too. Neutralize the lighting and balance stage 3 to get me 5 for 5. A little more sniping friendliness wouldnt go awry either. The Filesize doesnt bother me as much but I can see it being a problem trying to get players together.
Slate| 3 | 3 | 3 | 5 | 1 | Aside from being Alpine theres nothing that seems to make this map feel special. And in fact it was well talked about ingame how similar some elements are to Dustbowl was immediately noticed by everyone on server as well. This map would easily work better as a CP map with minor changes, but for this gameplay mode it needs more work; and could do with some kind of central theme.
Panamint| 4 | 4 | 0 | 1 | 1 | Obviously this map is at a very, very early stage in development. The Badlands Hill and the accompanying walkways scream "Placemarker" for something you intend to add later - so too do all of the missing walls leading into the skybox! Third CP looks semi-interesting. I'd spend a good amount of your efforts in fleshing out the theme. The Gameplay itself seems alright (alot of returning players vouched for the map's fun factor in chat). Around that Hill, its nice to have the Top Floor to build SGs on and mount Sniper Wars. You're on the right track but for this contest's sake, way away from qualifying just yet.
PLR Maps: | Gameflow | Balance | Detailing | Optimization | Style | Comments
Solitude| 5 | 4| 4 | 2 | 3 | I don't really think much of Solitude just yet. Some of the paths are very fun - you cant put a price on good flanking maneuvers. The map feels bland-ish though and could do with a bit more characterization, and in a few places I just got consistently horrible performance, framerate farts and audio stutterings. Nothing really drags it down though except a need for more detail, it was actually quite fun to play on.
Nightfall| 5 | 5 | 2(5) | 5 | 5 | So far this map would take my overall vote. It really feels like a stock map. Lots of great pathing choices that are easy to get your head around. Good attention to detail texturing and scenery, very well balanced - the only thing that lets it down is Stage 3. Once its finished though you might have a winner. The Cliff is a bit distracting though and its hard to find anywhere to reach the tracks, which makes it very hard to stop the enemy team from making their final push. edit: Actually it reminded me of Splash Mountain. And I love Splash Mountain. So that might not be a bad thing!
Cornfield| 3 | 4 | 2 | 2 | 2 | Interesting Payload but otherwise the map is obviously at a very early stage in its development and as of yet its difficult to give it a really hard verdict. Right now it hardly seems worth the bother to use Custom Particles for a few water leaks - all I remember it for later is messing up my particles when I switch maps. Randomly walking into and dying in the skybox is never much fun either.
Scoville| 4 | 5 | 4 | 2 | 5 | Well Style counts for something! But the finale seriously debilitates the map's performance. Flow is good and so is pacing, but the optimization and the incomplete middle stage really drives it down. Looking forward to seeing it finished and whether or not you can fix the framerate issues. Needs a better name, like Hadron or something. And the stock Payload Cart feels out of place but thats an easy fix.
Arctic| 5 | 4 | 3 | 2 | 3 | Its very underdone for contests sake. Probably not as much manpower as what went into other maps. Though you've lain down a very good gameflow, I especially like the Hub in the first round. Its hard with Orange'' Textures to really see what you were doing with most of the map. Some of the logging cabin stuff looked pretty impressive. The third round felt like it played too fast for the amount of design-effort put into it. My other big critique is architecture: Most of the buildings felt very awkward and didnt seem to make a whole lot of sense - as much as I loved the hub for gameplay I questioned why it was there and why it was built in connection with a few tavern-looking buildings (which themselves looked awkward and too narrow in places). Its a good map, I'd just think about how you want to flesh out the Theme when it gets down to the Detailing.
As I play more maps I'll add more to this posting.

Thats all for now, been playing for ages :D

Tapp
11-21-2009, 06:38 PM
Thanks to the magic of windowed tf2, I am writing this review as I play the maps. As a result, I will be reviewing them quite slowly in the form of edits. Please do not count my votes until the table has been completely filled in. Thank you.
|Flow|Balance|Detail|Optimization|Style|Comments
Animus|F|B|D|O|S
Bayou|F|B|D|1|S|I have no idea if this is relate do bayou, but I have not had a chance to properly play it because it dropped my fps to about 5. I will try again before giving a final review, though.
HAARP|4.5|5|4.5|4.5|5|I don't really know what to say about this map. Straight away it played very fluently, and I felt as if I might as well have played it before. The style is great, but it lost points because I did get lost on the first stage. Great map though, my favourite so far. Well optimised, too.
Panamint|F|B|D|O|S
Premuda|F|B|D|O|S
Slate|F|B|D|O|S
Snowdrift|F|B|D|O|S
Vector|4|3|5|4|4|This was the first map I played, and it was also the first A/D ctf map I've ever played. Optimisation is somewhere between most customs and valve standard, being as though I had to turn down my graphics settings *though that goes for most maps in the contest*. I gave it a four because despite being detailed and densely populated, it kept the highest fps of all the maps so far. The other thing that I really liked was the final cap. Nothing else ever played so dynamically for me since king of the hill.
Arctic|3|3|4|4|3|The server ran this map for quite a while, and I discovered quickly how motionless the play quickly became. Having set up a sentry outside the crossover room, I simply sat there and racked up kills. Only to notice, though, that the same could not be said for a forward base. Play tended to stagnate near the centre, and it became very hard for one team to push through.
Cornfield|4|5|3|4|4|Cornfield was a very interesting map for me, and I felt compelled to keep trying out different classes to see how they would play. I found demo to be great, and noticed how neither team's cart ever seemed to stop moving. Great map, a little more polish would be great.
Highwind|F|B|D|O|S
Nightfall|F|B|D|O|S
Panic|F|B|D|O|S
Rollout|F|B|D|O|S
Scoville|F|B|D|O|S
Solitude|F|B|D|O|S

A Boojum Snark
11-21-2009, 07:46 PM
Minimum rating reminder!

As of this posting the following people have not yet reached the minimum required rated maps. Next to each name is how many more they need to meet the minimum.

Chaopsychochick: 1 CTF, 5 PLR
Fearlezz: 1 CTF, 3 PLR
Jack Riguel: 2 PLR
Jonah: 2 CTF, 3 PLR
Labelmaker: 2 CTF, 3 PLR
Littleedge: 4 PLR
Lord Ned: 1 CTF, 2 PLR
Occlusion: 4 CTF, 3 PLR
Overheal: 1 PLR
Owlruler: 1 CTF, 1 PLR
Randdalf: 5 PLR
StuartPB: 1 PLR
Tapp: 4 CTF, 5 PLR
Westerhound: 3 PLR

Voters who do not reach the minimum requirement will have their votes discarded. (deadline will be around the middle of next week, final time should get posted tomorrow)

Evang7
11-22-2009, 11:44 AM
|Flow|Balance|Detail|Optimization|Style|Comments
Animus|N/A|N/A|N/A|N/A|N/A|I have played this map, but I don't feel like I know it well enough to rate it.
Bayou|2|3|4|3|5|I like the map's concept and the first two points play well, but it falls apart around CP 3 and gets very sloppy and confusing. I feel like in future versions this map could really excel, however, and its detailing is pretty nice.
HAARP|5|4|5|5|5|Definitely my favorite of the A/D CTF maps! It runs well, plays very nicely and visually it looks really awesome. I love just about everything in it.
Panamint|N/A|N/A|N/A|N/A|/N/A|Have not played in full
Premuda|4|3|3|2|5|I like the custom theme, but the map still has some pretty big optimization hurdles to overcome, and it feels a bit unbalanced in some places. I feel a few of the displacements look very odd as well. It will almost certainly be an excellent map with time, however.
Slate|4|3|5|5|5|I played this one pretty late. I love the Sawmill theme and especially what you do with it. The player doesn't even ever realize how much custom material is used in this map--its subtleness speaks much of how effective everything used here is. I really enjoyed this one, but something about it in terms of balanced seemed just slightly off. I can't quite recall what it was because it's been some time since I've even played TF2, but regardless I greatly enjoyed the map.
Snowdrift|5|2|4|3|5|It's been a while since I've played this one, but I greatly enjoyed it. Its custom skybox really stands out and gives the whole map a unique feel while not making it look odd. It also introduced a slightly unique form of A/D CTF (if I am correct in assuming this came before Bayou) that worked very well. It flowed pretty well but I feel there was one nasty chokepoint around CP 2 that could use a little easing up.
Vector|4|3|5|4|5|Great detailing, great ending, great balance. While I'm still more partial to HAARP, Vector has definitely earned its place in most peoples' minds as the iconic A/D CTF map. It's great fun.
Arctic|N/A|N/A|N/A|N/A|N/A|Have not played
Cornfield|4|4|2|4|2|I'm not really a big fan of the custom playload models or the general "premise", but the map itself plays pretty well.
Highwind|N/A|N/A|N/A|N/A|N/A|Have not played
Nightfall|3|5|4|4|5|I think this map uses the Sawmill theme to great effect and really shows how to make the rainy theme look nice. It plays very nicely and I can't wait to see how the final stage turns out.
Panic|N/A|N/A|N/A|N/A|N/A|Have not played
Rollout|N/A|N/A|N/A|N/A|N/A|Have not played
Scoville|5|3|2|3|3|I like where this map is going, but it still feels very incomplete. A lot of attention has been paid to gameplay, though, so it will surely come out a better map in the long run.
Solitude|5|4|4|5|5|Aside from a few missing textures that can easily be fixed, this map is my favorite of the PLR submissions that I have played. Plays wonderfully and has a few subtle but effective twists on the PLR gameplay simply by having the carts intersect in unique ways. It plays very well and has great detailing. Definitely the underdog favorite for me.

Altaco
11-22-2009, 05:43 PM
A/D CTF | Gameflow | Balance | Detaling | Optimization | Style | Comments
ctf_vector| 3 | 3 | 5 | 4 | 5 | Beautiful visually. Completely captures a great style. However, I and others have experienced some minor FPS issues. I find the gameplay somewhat lacking though. The beginning areas are pretty good but stage 2-2 I never have much fun on, and the final point is just ridiculous.
ctf_haarp| 4 | 4 | 5 | 4 | 5 | Good, plays well, stunningly beautiful. Never have any problems with FPS.
ctf_snowdrift| 3 | 3 | 4 | 5 | 4 | Not too bad. Very well optimized. Gameplay could use some work though, I felt like the pacing was a bit off. Detailing's good.
ctf_premuda| 4 | 4 | 4 | 5 | 4 | Beautiful, some of the spytech stuff looks a bit funny. Nice particle work. Light seems a bit flat though and hurts my eyes. As has been shown, a demoman can grab the intel and that's a bit of a problem, but otherwise good on gameplay/balance.
PLR Maps | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_scoville| 4 | 4 | 3 | 2 | 5 | Pretty good. From the first stage, it's quite pretty, though I had to take off for it not being fully detailed. Sun is nice. Plays pretty nicely, well balanced and structured. Badly optimized, lots of fps issues.
plr_animus| 1 | 3 | 3 | 4 | 2 | Euhhhh. I'm sorry, but this just isn't very good. It has Furnace syndrome, everything is red and it hurts my eyes. Nothing to complain about optimization wise. Just didn't have much fun, sorry.
plr_nightfall| 5 | 4 | 3 | 4 | 5 | Very fun. Unfortunate you didn't have time to finish texturing.
plr_panic| 4 | 4 | 3 | 5 | 3 | Pretty good. I personally find the style pretty bland, but plays relatively well, had a fun time. Runs fine.
plr_highwind| 4 | 4 | 3 | 4 | 5 | Interesting modification on PLR. Plays pretty well, a bit small. Details lacking a bit.
plr_arctic| 6 | 6 | 6 | 6 | 6 | THIS MAP IS INCREDIBLE. IT SHOULD BE PUT IN A MUSEUM. (how did this get here? :3) hehe, just kidding.

absurdistof
11-24-2009, 06:12 PM
Stealing TPG's format, of course :)

A/D CTF | Gameflow | Balance | Detaling | Optimization | Style | Comments
ctf_vector| 4 | 4 | 5 | 4 | 5 | In my opinion this was the most valve-esque map of the competition. I really enjoyed that, in fact, especially how I didn't feel that any of the engy standoffs drew out too long, and a key point for any map in my opinion, even in a face-off, it's possible to get kills.
ctf_haarp| 5 | 3 | 5 | 5 | 5 | This in my mind is the second most professional A/D ctf map in the contest. It's individuality both in level and aesthetic design are what separate it from most of the other maps, I really love the creative design and look of the map.
ctf_slate| 4 | 4 | 4 | 4 | 5 | Slate was another very valve-esque map, and another favorite of mine. I really enjoyed the sort of normalcy I felt while playing it, although in a few parts I felt the map definitely suffered from the corridor problem, especially before the final caps in each successive area.
ctf_snowdrift| 3 | 2 | 3 | 5 | 3 | This map always stuck in my mind as the one with the crazy skybox ;). Unfortunately that was a big aesthetic issue for the map with me, as the light of the skybox never seemed accurately reflected on the ground. Also, whenever I played it, it was either a steamroll or a last-minute-whole-team-rush-to-cap-the-point-before-we-lose game, neither of which I find particularly enjoyable.
ctf_bayou| 3 | 3 | 3 | 4 | 2 | The concept of bayou was fairly good, but I felt a bit let down by the map while I was playing it. A lot of the buildings lacked actual detail, and when there was detail it was mostly props not brushwork. The gameplay was fairly balanced, but some parts I felt were too bottlenecked ,and especially in the tilted building I was constantly confused of where to go and if I could make a jump or not.
ctf_panamint| 5 | 4 | 3 | 4 | 4 | This map was fun, but unfortunately average to me in a lot of ways. It lacked any defining architecture, although the game was fun. I wish the badlands cap wasn't in there, but the last stage in my opinion was definitely the best. The gameplay was fantastic IMO, partly because I had buckets of fun as a demo(getting killed in doing so of course), but I feel the map lacked any unusual features, although I hope this issue will be resolved in later updates.
PLR Maps | Gameflow | Balance | Detaling | Optimization | Style | Comments
plr_scoville| 3 | 4 | 1 | 1 | 4 | When it first came out I felt this map had a lot of potential and I followed it with a lot of interest, but near the end of the competition it became obvious that the infrequent updates in the middle/beginning of the contest payed off and this map turned out to be a bit of a let-down for me. Almost all of the map wasn't detailed, although what was looked good. The last stage felt confused and convoluted to me, without any particular flow to it. The other stages also felt a bit convoluted with confusing pathways and in my opinion too many unused rooms near spawn. The optimization for this map needed a LOT of work as well, and I think over all it could use a lot of work. I will be still following this given it pulls through, because I think it has a lot of potential.
plr_solitude | 4 | 5 | 5 | 4 | 4 | I was completely shocked when I saw this map, it was one of the few that was actually fully detailed! I really enjoyed playing it, especially the first two stages, but I felt the last stage was a bit confusing and didn't need so much vertical space, especially with the spawns so low. The lighting was a bit flat, but I also enjoyed the feel of the map, despite its un-valve feel.
plr_animus| 2 | 3 | 2 | 4 | 1 | This map had one of the most dramatic devs I have ever seen. I feel like all the drama came to a despairing close when the contest rolled around as the massive first stage was really a problem. Some engineers were able to put out some teleporters outside of the playable area, and there were a lot of visible map problems, such as misaligned displacements. The final stage made me kind of mad as well, because soldiers would jump over the wall dividing spawns and piss me off. I also felt that the gameplay in the last stage was stretched and teams barely got a fight in before final capture.
plr_nightfall| 4 | 4 | 3 | 4 | 4 | Excellently detailed in the first few stages, with a very strong environmental theme, I wish the map had a more definitive flow to it, especially in stages 2 and 3. Stage three also felt really big, which contributed to the lost and stretched combat feel the stage had.
plr_panic| 2 | 4 | 3 | 4 | 5 | I really liked the style the map had, as well as the payload entry, but I felt that all of the stages lacked any definitive feel. Whenever I played on the map, it seemed as though the first priority was slayer, the second was the cart. Stage 2 possibly had the most flow and cart pushing of any of them, which I apreciated it for, but stage 1 really felt like a box with scattered cover. Stage 3 was also sort of confusing with 2 very seperated cart tracks, and thus teams, sort of shooting across a giant divide.
plr_cornfield | 2 | 4 | 2 | 4 | 4 | I was excited to see this map done, but I felt that there wasn't nearly enough work put into it. The carts were hilarious and the map was filled with some funnys, but overall I felt the layout was very engy-friendly and confusing with no definitive style, much like panic.
plr_panic| 5 | 5 | 5 | 4 | 5 | This is an amazing PLR map. If I had to give some criticism its the that 2nd stage it a bit if'y but other then that the map is near perfect.
plr_artic| 3 | 4 | 2 | 5 | 2 | The dev textures and notorious team collision in the crater (stage 1 or 2) really bugged me as a sniper because it cut my possibilities in half. The map also seemed to favor soldiers and demos and spies. If this map had made more progress perhaps it would have scored better in my book.
plr_highwind| 1 | 4 | 4 | 4 | 5 | I found this map to be really enjoyable with a lot of potential, the only thing holding it back was the 1 stage :(

Trotim
11-25-2009, 11:29 AM
submitting so I won't lose this, yes thanks ABS I know it's not enough

A/D CTF | Gameflow | Balance | Detailing | Optimization | Style | Comments
ctf_premuda| 4 | 4 | 2 | 4 | 3 | As nice as the actual gameplay is, the graphics just aren't appealing to me. At all. It's too dark and too orange. On top of that, the map just seems to be kind of... messy, with detailing in places people never actually look at, or worse, actually near an important line of sight, distracting you from what's actually important. If only you had gotten the color right =/ (17)
ctf_vector| 5 | 4 | 5 | 4 | 3 | The "Spider intel" is a little weird. While a great model, it doesn't really want to fit somehow, and the description "sapper" just doesn't cut it and is even a little confusing (noticed this while translating). The whole last stage is very futuristic looking, so exaggerated it actually fits again. The outdoor Hydro parts all look sweet too though and to me, these two things don't really fit. I'd have expected a different last stage, also outdoors. My favourite point is probably 2-2. That's all I can say really, there's not much you have to improve from here. (21)
ctf_haarp| 4 | 4 | 5 | 4 | 4 | My favourite of the bunch. A solid 5 for detailing because it doesn't overdo it like Premuda tends to. The setting in general is nice and nothing can beat your little touches like the reflecting glass texture you found and the metal door that opens on start of the second stage. Engineers have their use but I have yet to find a spot where they really are given too much of an advantage. The "ending" is disappointing but they're optional, after all. Looking forward to one, still~ (21)
ctf_snowdrift| 4 | 3 | 4 | 5 | 4 | I really love the layout of this map. However, it shouldn't be A/D CTF. Whenever I played it I kept imagining the map as normal A/D CP and in my mind, that made it more fun. It actually looks quite like a Valve map, maybe not quite as refined, but definitely almost there. The first point is the most fun, the last the least... probably directly correlates with the openness of the points? (20)
ctf_panamint| 3 | 3 | 3 | 4 | 2 | I've always had a lot of fun on this map and that surprised me. The map looks pretty bland, no distinguishing feature, pretty boring layout... but it grows on you. The only problem is the last stage with the CP on the rock spire (you know, the stolen one that looks a lot bigger in this map than in the other). It's too empty and that CP a total pain. Other than that, pretty solid, but nothing special. (15)
PLR Maps | Gameflow | Balance | Detailing | Optimization | Style | Comments
plr_scoville| 4 | 3 | 2 | 2 | 3 | First of all, I don't get the last point and the whole ending. What are the teams doing, and why is there a giant sun just floating there? The death fans are a nice addition and don't influence the gameplay too much while still playing a big part in key moments. Now the optimization... eeeh. Just promise you'll optimize before detailing the rest, yes? The detailing on the first stage looks promising, a bit too blue a palette in general maybe, but that's all. (14)
plr_nightfall| 4 | 4 | 3 | 1 | 3 | 1 for optimization? Yeah, simply because of this incredibly silly FPS lag bug when you first load the map. I still don't know why that happens and if it's the map's fault, but it makes it unplayable for me 50% of the time. When it does work, it's solid, though both carts going in the same pit requires some heavy suspension of disbelief =P (15)
plr_panic| 5 | 3 | 3 | 4 | 4 | Quite gimmicky, but to an enjoyable extent. The exploding walls are a neat idea but don't quite work out as they look quite bland. The last stage really makes this map though. Making the whole track one giant ramp? Ingenious. Now all you have left to do is increasing the lighting. A lot. Some parts really are unreasonably dark. (19)
plr_rollout| 2 | 2 | 2 | 4 | 2 | The screenshots looked so promising but alas it was not to be. The spawn rooms as well as the CPs look out of place, which is a minor thing. What isn't is the placement of obstacles and cover near the tracks. Or rather... the lack thereof. Everything is just open and always seems a quarter too big with no elevation or important props to speak of. I did not have any FPS troubles though, that's good. (12)
plr_highwind| 3 | 3 | 3 | 4 | 5 | Yes, I give Highwind the highest Style score. I definitely want to see a full map in this setting. It always reminded me of the Spyro games. The open spawn is a nice little change. That it's only one stage... actually has a lot of potential. This kind of map would be perfect for just-for-fun 24/7 gameplay, something only 2fort does better still (I am serious). My only gripes are the tunnels/caves (they really need more than one texture) and the tiny planks you can walk on in the center of the map (don't remove them, just make them more obvious). (18)

Why do you guys thank me when it's obvious I still have to fill in half of the ratings D;
Now you can, you're welcome =P

Agentkid
11-25-2009, 03:44 PM
Attack/Defend Capture the Flag
CTF|Flow|Balance|Detail|Optimization|Style|Comment
Animus|Did not play
Bayou|2|2|4|1|3|Your use of the theme is daring, you optimization(sorry to be rude) is horrable, and I had problems playing this map without lagging.
HAARP|4|2|4|4|5|This level is nicely detailed and greatly optimized, however RED has notable advantages over BLU and I can not give a good balance score
Panamint|Did not play
Premuda|Did not play
Slate|Did not play
Snowdrift|3|3|4|5|4|This map is a nightmare for one team or the other as it is a steamroll for BLU or a sentry den from RED. Style is good.
Vector|4|4|5|4|5|I love this map, you have done a great job on detail and gameflow. Cant wait for it to come around on rotation.

Payload Race
PLR|Flow|Balance|Detail|Optimization|Style|Comment
Arctic|3|3|2|5|3|Fun map and overhang on stage 3 is a nice idea. However it needs to be textured.
Cornfield|3|3|2|3|4|It was a fun map, still needs to be finished tho. Map is not very optimized and the ending was good but, I dont get the point of it. Cart model=WIN.
Highwind|Did not play
Nightfall|4|4|5|5|5|This is my fav out of the PLRs, stages 1 and 2 are balanced and well detailed. Cant wait for stage 3 to be finished.
Panic|5|5|4|4|5|Balanced, fun, optimatized. Enough said
Rollout|Did not play
Scoville|4|4|2|1|3|Fun map to play and giant sun like thing is epic, however texturing and optimization are non-existant.
Solitude|Did not play
Sorry to vote near deadline, but I had to wait to play enough of the maps