After playing through the other entries the ones that standout are as follows:
1. pl_quagmire - swamp themed, professional finish, dynamite cap points, liked the bugzappers and other little details, would like to see this adopted officially by Valve.
2. pl_stroika - construction theme and different cap scripts make this a very cool map. Would like to see this officially adopted by Valve. Needs a tiny bit of tweaking around the cranes.
3. pl_moonlit - an awesome halloween theme! Well executed with fun scripts. I expect to be playing this officially next Oct 31st!
4. pl_vesper - very cleanly executed, works well and looks the goods.
5. pl_escarpment - what my map should have been, very cleanly executed. I liked the log across the tracks script!
pl_causticheights - some very good ideas in there (except lose the laser beam at the end), huge map too, but works well.
pl_rust - very clean, works well just needs some final refining and detailing.
pl_clifftop - woodland setting, so many trees! Very clean finish though. A bit like a lush pl_upward...
pl_underdam - interesting ideas, a bit of tweaking on details and would be a very good map.
Well that's my opinion...
I can't/won't comment on my entry (pl_redhidingwoods) obviously.
(Don't know why it's crashing some people's systems.
Hopefully an optimization guru can have a look at it...)
Would love any feedback on pl_redhidingwoods, if you've played it.
my list in progress: rust, - i've enjoyed this map. particularly when playing on/around the final. + approve the reboot to snowy theme atoll, - love the detailing of the beach. gameplay is alright too, though the finale area could use some work escarpment, - nice and enjoyable flow overall. could use a lil more refinement to iron out some small quirks volcanic, - fun dynamic elements and gameplay. wish the detailing could have been fully refined gloryhole, - like the use of water in the asthetics. gameplay seems alright. wish the detailing could have been fully done sunkenrocket, - not too keen onthe start, but enjoy the areas near industrial elevator towards the end vesper, - detailing is nice. dynamic elements are ok. gameplay feels a lil off though. clifftop, - it's a good map overall with a good layout. can feel a lil longwinded for both teams though. also that green fog runway, - nice detailing and nice use of roll zones. gameplay needs refining though. especially the MASSIVE spawnrooms
jury's still out on number 10. i've still to play a few. for now lets go with stroika
Originally Posted by Wolfen
No message, I get the never ending loading screen and the game stops responding.
I believe when loading it from the developer console it just states that it's loading before freezing up and when loading it through a local server it also does the same thing. Also had it crash on download when I deleted it and tried to redownload the map from TF2maps.net's server.
No idea what is causing it but for some reason my game really doesn't want me to play that map. lol
Also I was wondering, will there be a second preliminary vote to narrow down the votes of those that tie for the 10th place?
try checking your integrity of game files. something might be awry.
(afterall if you're the only one having the problem then that implies it's something on your end)
regarding 2nd prelim voting - wait and see i'd say, since we don't even know yet if there will be a tie. and if there is, it's not really worth doing another prelim vote unless there's a significant number.
it's possible that in the event of a tie both/all tied maps might just go through (up to rav + depends on the number or maps in question)
this was a note here, i'm making a triumph, big headcrab.
aperture spycrab, we do what we must because we can.
guys, from OP: This thread is for casting votes. Please keep discussion about the contest in the main thread: http://forums.tf2maps.net/showthread.php?t=18555 and : Does this mean only 10 maps will pass the preliminary?
No, but at least 10 maps will pass the preliminary.
Pros: Very detail-heavy. Captivates swamp theme very well. Gameplay is fine, though I feel some paths/areas could be more intuitive through landmarks or selective-detailing instead of all-out detailing/lighting.
Cons: Some tight areas. Dynamic element is a good concept blowing up a barricade every point, though I feel it is more of a gimmick, than a contributor to gameplay.
Pros: Generally good layout.
Cons: Nothing major. Detailing is good though feels bare in many areas.
Pros: Well-polished map. Gameplay is generally well thought-out.
Cons: Nothing major.
Pros: Generally good layout. Very good aesthetic and polishing.
Cons: Dynamic element feels unnecessary towards the gameplay.
Pros: Ambitious and unique project to go for an entirely underground, completely displacement map.
Cons: Textures and lighting are out of place. Does not resemble mines at all. Map needed more time and work.
Pros: Good use of Bulletcrops pack. Great detailing in outer plazas and shore side.
Cons: No detail inside. Dynamic element is good, though it's annoying to wait for it to turn. Good job in pulling off the entity setup behind it.
Pros: Great detailing. The shooting range in the spawn room is a nice touch. The dynamic element teleporting to the underworld is definitely one-of-a-kind. So much so, that I feel the name of the map should have reflected that aspect. Layout is generally good, though there are some tough chokes, which could use an alternate route.
Cons: A couple tough chokes.
Pros: Good detailing through entire map. Good spacing of areas. Feels suitable for competitive setting.
Cons: Need testing to comment.
Pros: I like that you experimented with breakable terrain and teleporters. This map is heavily in favor of red, which gives a good challenge for blue team.
Cons: Many issues with gameplay. Sightlines, walking distances, choke points, and overall difficult for blue.
Pros: Best forest environment in TF2 I've walked though. Love the cliff pass and the view to the river, and all along the river. It really feels like a travelling adventure quest, not unlike a RPG setting. The other moving trains gives a feel that the place is occupied and things are happening around you. Overall, good feel to this.
Cons: Two big things. Optimization and gameplay, but I'm just going to touch on gameplay. The setting is great, but it doesn't really work as a payload map, because it is far too linear, and barely any choices of attack from point to point. There always needs to be options for defenders and options for attackers on each point. Otherwise it will just be a big spamfest along the choke without any dynamic gameplay. Think about this next time you make a layout.
Pros: Good improvements to the gameplay/cart path over the development cycle. The decisions you made improved the map every time, and the cart path in this version is quite good. Love the general architecture of the map, especially the spawnroom and all of the roof architecture. The roofwork above the capture area is amazing.
Cons: Ground level is where the player spends the most time, and more detail should be spent where the player is looking!
Pros: New theme. New models and textures. Good revisions to the map in this version. Good detailing. 3+ paths to every point. Good use of height variation. The theme works quite well.
Cons: Gameplay is generally good, though very easy to spam the cart. The widths of areas throughout the map are generally tight. The flanks through the mossy wooden caves are good for blue, though red can just as easily take these flanks and circumvent blue which is not good. Circumventing flanks for blue = OK. Circumventing flanks for red = not good.
Pros: Good concept and setting of the map. The whole blue spawn area is great. Nice dynamic element with the falling bridge.
Cons: Map is purely catered toward snipers the first half of the map. Extremely long sightlines. Latter half of map is linear with a couple of insignificant alternate routes. Try not to make the walking distance of alternate routes too long, and make them more significant by giving tactical advantage to attack each capture area. I love the density and spacing of options in the blue spawn. If you catered indoor gameplay more like your blue spawn, you could make a great map.
Pros: Big improvements to the layout throughout the development cycle. Love the "half-life-esque" lowering platform dynamic element and the rocket at the end.
Cons: General lack of polishing, but I know it's difficult with such a huge map.
Pros: Very unique gameplay here. I would never expect blue and red spawning right next to each other to work, but the way the map is laid out, it works just fine. Reminds me of the type of gameplay you see in a plr, but only one team is doing the pushing. Good dynamic elements. I like the rotating bridge to cross the creek.
Cons: Density of map is too open. Very sniper and scout friendly. Corridors are too tight and too long. Needs much more health and ammo packs for this type map.
Pros: Very well thought-out layout. Good spacing and area sizing. Good/balanced options among points.
Cons: Need playtesting to comment. The capture zone in first area wouldn't work for me when I playtested myself. Tried 3 times. Lack of polishing, but as expected for b1. Last area might need another safe alternative route for blue to attack from right side.
Pros: Best use of dynamic elements in the contest. Picking up track pieces turned out great and intuitive. I see the crane movement got toned down. The red respawn retracting as time goes on is brilliant, and benefits gameplay. As for brushwork and detailing, it feels quite sloppy, but much better than the alpha versions. Forward blue spawnroom looks amazing.
Cons: Map density and environment feels quite random. Would benefit from landmarks/special-detailing near the capture areas. Ending feels anti-climatic compared to all the things blue needed to go through to get there.
Pros: Cannot comment
Cons: Map not optimized. Cannot play map.
Pros: Great scenery with new models and textures. Generally good layout, though there are a few shortcut-type paths that undermine the other choices, especially around point 2 and 3. Good use of vertical space.
Cons: Green fog feels too heavy. Would love to see the level of detail in area 1 as the rest of the map, though that would take some time .
Pros: I like the western architecture you got going so far. The buildings in the middle area are starting to look quite nice.
Cons: Not a fan of the "pull" gameplay. Makes things really difficult at the beginning, and very easy towards the end. Map is generally too open. Very scout and sniper friendly.
Pros: Unique and surprising dynamic element with cart falling through the floor. Some good use of vertical space which makes for some challenging areas.
Cons: Nothing in the map to resemble the name "overcast". Gameplay is OK, but more thought could be put into balancing the options among points. Lack of detail.
Pros: Good detailing. Good use of vertical space. Very unique cart path.
Cons: One big room without restrictions for jumping classes or snipers. This type of gameplay won't be very advantageous or tactical for several classes.
Pros: The layout of this map is actually very well thought-out and organized despite how chaotic it appears to be at first glance. A B and C are completely different areas, so it's like having 3 stages in one map, and only one area is open at once. Love it! Good dynamic elements in this map. I like the explosion after every point giving you a sense of completion.
Cons: Not a fan of the cart going off the track. No reason why there couldn't be one connector track piece in the missing areas. In terms of balance, the map looks quite difficult for blue. Avoid grainy textures that don't match TF2 such as the HL concrete you used.
Pros: Ambitious theme. The geometry and setting of the last area with the missile base surrounded by lava under the apex of the volcano is especially great. The lava-falls are a nice touch.
Cons: In terms of gameplay, options for blue to each capture area could be better. Especially point 2 and 3. The lava zones are fun and appropriate for the setting, though they favor certain classes and feel gimmicky.
No comment on my own map.
Pros: One of the most dynamic entrees in the competition. Great entity work. The map as a whole is very expansive. Good environment and definitely captivates the name "heights." Epic finale.
Cons: Because the map is so expansive, it's difficult to optimize. This is an inherit flaw with the wide open design. Gameplay favors snipers and jumping classes heavily. Map lacks directional restrictions.
Pros: Gameplay looks quite good for being a small map. You spent a lot of attention to detail, such as the smashed wooden walls. Good map overall.
Cons: Small map. Can't vote this top 10 due to amount of work people have put into larger maps compared to this. Great detailing though and I see you put a lot of time into this map.