Aeix: 3/10
- Spawn room looks rather generic and bland
- Top Secret door texture is stretched, and there's no depth to the door
- Unpacked ground texture
- Doorway in room above spawnroom opens into the void
- Train track curves too tightly for the flatcar
- Flatcar wouldn't fit through the shutter door with rockets on it
- Truck headlight beams don't line up with the model
Captain Clam: 4/10
- Visible seams on the cliff displacements
- Elevator is a cool concept, but where does the rest of the team spawn?
- Weird texture and light behind the air ducts
- Small metal door prop floating off the wall
- Tile wall behind resupply locker looks out of place next to worn concrete
Cytosolic: 7/10
- Spawn room is very dark
- Pointless ladder attached to the wall?
- Chicken wire should be scaled down a bit, default scale is too big
- Good use of dust particles
- Yellow tactile paving doesn't fit in an old mining building
- Lots of little details to explore
Davekillerish: 3/10
- Nonsensical wood beams in spawn room
- Cracked concrete ceiling supported by wood?
- Pipes on the walls make no sense
- Outdoor area looks like a prophunt map
- Too many overlays
- Outdoor area is just a big rectangle with no wall/roof variation
- If that rocket launched in this facility, everyone and everything would burn
- Is this leaked?
- This intelligence would be impossible to get to in a real map
- Descent to intel room just feels like a 2fort ripoff
EArkham: 6/10
- A bit dark, even for a night scene
- Lack of 3D skybox is obvious and breaks immersion
- Candle lighting is a nice touch
- Cherry blossom trees could have been lit better
Exactol: 7/10
- Awesome atmosphere
- Nice water refraction overlays
- Ceiling is too dark
- Elevator looks neat
- Relies too much on that i-beam texture
FlowerShopGuy: 8/10
- I like the mist and water sounds in the garden
- Cool particles on the big device
- Mist sprayer!
- Intense specularity on some textures makes some weird cubemap reflections
- Good outdoor scenery
- Not very TF2, but remarkably well made
Idolon: 9/10
- I love the combination of concrete and worn metal paneling
- Inconsistent/broken spotlights really give the place an abandoned feel
- Boiler prop intersecting with other boiler props?
- Good use of different colored lights
- Even the stairs aren't perfectly square!
- No soundscapes
Inqwel: 4/10
- Really could have used some of those advanced lighting options
- Brick wall at the boundary is abrupt and disappears when you get close because it's in the skybox
- Highest room in the spawn building is prop-spammy
- What are these weird things you're doing with the siding on staircases when they intersect with something
- 3D skybox looks rushed
iTi: 5/10
- Cool architecture
- Too empty to work as an actual intel room
- Lighting could have been a LOT more dramatic, it's too flat
- Dust particles would've looked nice
- Fitting soundscape
- Transition to 3D skybox is rough
Jones: 3/10
- What caused these neat holes in the concrete walls?
- Have to noclip out of the spawn room to get a closer look at your detailing
- Doesn't feel like a very practical or realistic rocket launching facility
- Thick door and window frames
- Spawn room looks like the generic Gorge closet
Lampenpam: 8/10
- Awesome attention to detail - things floating in the water, dust particles, sparks on machines, splash particles when resupply lockers are opened
- HDR is a bit too bright when looking outside
- Outdoor scene is perfectly eerie
- Broken wood planks look amazing, especially with hidden pipes inside
- Prop usage is a little too heavy
Lotso: 7/10
- Broken HDR cubemaps
- Cool mining tunnel spawn room
- Skybox is well done
- Lumpy mountain above spawn building looks strange
- Nice blending of styles - mining, manor, concrete
- Unpacked model
NickTF: 5/10
- THE FLOATING DOOR PULLEYS
- That control room overlooking the intel room can't see a lot
- International Headquarters sign sticks out like a sore thumb
- Layout and shape of the upper level buildings and staircases looks unrealistic/poorly planned when viewed from the intel room
- Cool little details like the sparking control panel
Oatmeal: 7/10
- Spawn building is beautifully done
- Nice 3D skybox behind the scene, but none in front?
- Rock props in the mining tunnel could have benefited from advanced lighting options
- Lots to explore
- I want to see a full map in this theme
Rayere: 3/10
- Broken HDR cubemaps
- One unpacked material (locker room door)
- Bland walls and lighting
- Too many different floor textures (required mat_specular 0 to see this)
- Doors look randomly placed
- Why do the tile walls in the locker room swap colors suddenly
- Weird lighting in the skybox
RodionJenga: 3/10
- Intel room lighting is flat and has a weird palette
- Detail outside is nice, but could be better. Looks like an old PSone game
- Visible nodraw/sky brush
- Hallways are bland, baseboards don't line up with corners and are flat
- Wouldn't be a very good intel room in an actual map
Ral the King: 1/10
- What is the point of the playermodels on tables with bottles?
- Crude lighting in spawn rooms
- Barbed wire held up by nothing + sign/overlay spam on central building
- Unrealistic supports under spawn buildings
- Area outside the security fences is just a bunch of random props
- Intel (?) room is just a basic box with props + stretched wall textures
- Pre-built teleporters are never a good idea in a serious map
Sil: 5/10
- I spawned stuck inside a flatcar
- Ceiling lights look nice in a subway setting
- Pretty good brushwork on the tunnel side
- Missing tiles on the wall aren't aligned with the texture
- Stairway leads to nothing?
- Garden light is disproportionally bright
Skullio: 5/10
- Nice cozy mountain lodge
- Seemingly random placement of wall lights
- Why so many different texture alignments on the wood balcony?
- Thick walls and window glass
- Hot tub is cool
- Transition to skybox is obvious
The Siphon: 4/10
- Map crashes my game when loaded in HDR
- No LDR cubemaps
- Feels very prop-spammy
- Fun to explore
Tierra-Verde: 6/10
- Bonus points because I love the aesthetic
- Good start rounding out the adobe buildings, but displacements would have let you take it further
- 3D skybox looks ok, if a bit flat and unvaried
- Detailing is a little sparse
- I could see this intel room in a full map
UDI: 6/10
- I like this look, it feels like it belongs in TF2
- This is very obviously a box; variation in the rock walls and a 3D skybox would have helped
- No advanced prop lighting on security fences - obvious dark spot on the wall
- Nice sniper hut
- Brushwork dock is well made
- Some of the props in the area with the red tank feel like they're put there just for clutter
Void: 10/10
- The most visually stunning entry I've seen in this contest
- Incredibly fun to explore
- Autumn palette is beautiful, but the color of the trees might be a tad too strong
- I love the humor in the custom signs
- Some wood floors are reflective?
- Creative use of unusual effects, like flies and hearts
- 3D skybox is seamless
- Please make a full map in this theme
Wilfire: -/10
- Crashed my game upon loading
Yrrzy: 8/10
- Awesome use of low lightmap scales
- Cool take on a spytech base
- 3D skybox is nice, but could be better
- No env_sun?
- Glow sprites on consoles are a nice touch
- Ceiling actually has depth!
- Why the paint patches in an otherwise pristine facility?