oatmeal: Very good take on a forest theme. The waterfall and pond are a great setpiece and the house itself looks very nice. The cutoff directly into the sky is a bit disappointing, and the skybox texture somewhat glaring (even if the colors are nice), but this is generally super solid.
flowershopguy: Really nice take on a moon base, overall. Good skybox, a lot of attention brought to the intel. Something to be desired in terms of palette - I had to look for the BLU logo to make sure I was in a BLU base, it's very dominantly grey. There are even some red decals and props used. I'm also a bit confused about the plants growing straight out of the floor and the seemingly random numbers on the walls, but besides those things this is well executed.
inqwel: The switch between the clean BLU base and the industrial facade is very abrupt, especially so in the room where you spawn; combining these two themes in one room rarely turns out good, imo. Still, piece by piece they're well detailed and interesting to look at, and I like the tunnel the cart exits through. The outside is decent, but kind of let down by the skybox. The way it's walled off, and the general emptiness, makes it appear rushed. Still, with the majority of the focus being on the indoors, it doesn't harm it too much.
jones: Good spawn room, it looks kind of wrecked and under construction without being too heavy on it. The missile area is nice enough, if maybe a little uninspired. I'm not won over by the palette used, which has far too many different shades of blue/purple in a small area to look consistent.
yrrzy: Very good execution in a pretty small space. This style of spytech room has been sort of done before, but the surprisingly clean-looking wood and black metal on the walls make it look really unique, and kind of vaguely modern. The long shadows really help too, and the dish in the skybox looks great.
sil: Well, I spawned inside of the train thingy, and I can also exit through the door into nothingness, so something tells me you didn't plan for this to be explored. It's a pretty good attempt at a subway, though. Color choice is nice enough, and it feels realistic without breaking too far from the TF2 norm.
rayeress: This entry seems broken. The lighting is absurdly bright, the floors a pure white, and some overlays missing. It's a nice enough base in itself, with some ideas I like, but overall I don't think it's in a state where I can judge it too well.
wilfire: I love the idea of this! The skybox is super cool, with the buildings in the distance, although unfortunately it's really let down by some poor lighting on the water. The indoors are really solid, but missing models and textures let it down... I'm also not sure what's going on with the sounds, it kind of sounds like there is a ghost in the map or something... Uh, anyway, really solid but unfortunately flawed entry.
thesiphon: Totally broken cubemaps make it impossible to see what's going on at any place in the map, unfortunately. It's a damn shame, it looks pretty good besides.
exactol: This is great! Thoroughly good use of palette, the underwater effect is really well exectuded both visually and by the creaking and dripping sounds. Very very convincing BLU spytech base.
aeix: The mix of "nice" RED base walls and rough concrete is jarring, there is no way the missiles could move on those tracks. Overall feels slightly small and bare, but could be a decent fit in a map. Would've loved to see more of an implication of what's outside besides the snow underneath the door.
void: This is so gorgeous. It's a joy to explore, and incredibly well made. The natural areas look so organic, all the buildings fit perfectly into your theme, and the skybox is beautiful. The color palette is great - the intense orange would've probably had to be toned down in an actual map, though. Now, it does feel a little unfocused, as much more attention seems to have been paid to making an interesting area rather than an interesting intel room, but all things considered I can still imagine an actual match of TF2 taking place in this area, so it doesn't take me out of it. Overall an outstanding entry.
UDI: A pretty neat building, though I didn't actually spawn in the spawn room and I even had to noclip to get in there, which is a bit annoying. Would've also liked to see an implication that the area leads off to somewhere else, rather than just being an empty lot; as it stands it doesn't feel like it'd fit in the game very well.
idolon: Overall really well put-together base. I like the creative use of pretty basic props and shapes, the overhanging rock ceiling is well done, and the lighting is excellent around the capture point! My biggest gripe is the absence of color, to the point where it almost startled me when I ran past a little decal that was red. I would've loved to see some more use of the very rare, strong reds that you already have in this entry, especially in the spawn. Without them it's sadly a bit drab. Some sound would've also helped seal the deal.
nicktf: Pretty solid idea, I like the verticality of it a lot. However, some parts of the detailing makes little to no sense; I can't figure out whether this train station is meant to be a facade or a blatantly obvious RED base, and some smaller details like certain signage or the transition from spawn to intel room seem a bit off to me.
rtk: This feels mostly like a showcase of random joke ideas. There's no intel, so I assume it's meant to be a spawn room entry, but it there's not much focus on that part of it. I think it misses the point of the contest a bit, sorry.
skullio: Plenty of nice ideas here, especially with the hot tub and the associated vista. The sense of height is awesome. My main issue is I can't quite figure out if the cabin is meant to be incredibly fancy or kind of shabby, so I'm not sold on the believability, unfortunately.
davekillerish1: I'm happy to see good use of strong colors and contrasts, but the general gist of the environment feels a little haphazardly put together, like a display gallery of so, so many items. Stuff not normally found as map details (blood, player items, bread) take me out of it too. There's a bunch of nice ideas here, but not much logic holding it together.
cytosolic: Some strange texture choices (the bright yellow is very jarring, "fancy" tiles in such a worn-down building don't make sense), and I think you could've improved the palette of the building to be less thoroughly brown. However, I really like the details in it, the "subtle" spytech and the implications of what's outside. Good, simple use of skybox. Would've loved to see some small implication of where this spawn might lead to, however.
rodionjenga: That's a really nice village outside! Cool idea, with a decent execution overall. The indoors feel a little sparse once you try to go out into the hallway, and some of the decoration in the intel room is a bit odd. Also a pretty blatant nodraw.
lampenpam: Lovely use of the swamp theme. I love how far you took the flooding idea! A lot of attention was clearly given to the destroyed roof too, it's a very nice effect. I was disappointed I couldn't go out through what looked like an obvious exit, though. Unfortunately, the skybox texture and the heavy use of that wall texture give the map a grainy, dirty look that isn't the best for TF2. I also wish there was more of a solid indication of whose base this is.
earkham: Great use of the Japan set! It feels really well put together, I could absolutely see this as an ingame area too. Would've loved to see a skybox to seal the deal, but there's a decent implication of the "outside" anyway, with the trees. My main complaint is the red wood used throughout the map feels a bit overused, maybe even tacky. Still, really nice overall.
captainclam: Elevator spawn is a good idea, execution is ok. It's far too small for a full team however, and the use of textures in it is a bit of a mishmash. Lighting is far too strong in some places. General lack of polish (door floating off the wall, elevator going to nowhere, big brick wall outside of the doors is kind of jarring).
iti: Super cool idea! The architecture of the building looks great, I love the pieces of ruination that are present, and the skybox is quite good. It's a shame it feels rather empty - like, I would've imagined this having more furniture in it, where did it go? At least I think the intel should've had more of a marked location, like a podium or table or something.
tierraverde: ...are these buildings made of dirt? Huh? I'm really puzzled by that, and I don't think it's a great look, but the general idea is nice and I love the view of the river. Would've loved to see a bit more detail here though, maybe some buildings in the distance or some shrubbery on the cliffs above.
Edit: It was brought to my attention that the "dirt" it was supposed to be adobe, which I'm inclined to say was a clever idea, but I don't think it fully worked. The texture is just so recognizable as a default dirt texture, and it blends into the environment. Would've been really cool with a custom adobe texture!
Lotso: Super awesome take on the arctic idea, maybe the best I've ever seen in TF2. I love the tunnel, the patched together look of the base, the skybox... It's a damn shame something seems to have gone wrong with the cubemaps, but it doesn't detract TOO much.