pl_moonlit_b6
Gameplay
Gameplay wise the map is balanced for both teams and all classes. Providing both, height advantage for airborne classes and cramped space for close combat classes, the map doesn't exclude any class. However, the map has quite a lot of flanking routs which often provide quite an advantage for blue team.
Talking about cramped space, there are some chokes in the map, both providing advantage for red team, and rarely blue team. One of the most noticeable chokes is the 2nd capture point, most of the times when red manages to win, it happens in this place, as long as there is a well set up defense. However, this choke can be easily avoided using flaking routes.
Another thing, which is not bad, is the cramped gameplay space in some buildings, thought providing an interesting gameplay for close-combat classes, this can be annoying for those with high splash damage, and often is avoided.
Spies and Pyros, are the ones that dominate such areas, although the map is well made, allowing classes to flank around the enemy player.
Balance
As i said before, the map is balanced for all classes, providing both height and choke points. Team wise the map plays really good, averaging a 60%/40% win/lose ration for blue team, which in my opinion is the best ratio, considering how it is in other official TF2 maps.
One of the major balance problems is in the choke points, providing really cramped gameplay space(refer to images bellow), often only one class is in a advantage and can cause a major pain. However, due to the good connectivity in the map, these areas can be easily avoided, in the same time focusing on the main gameplay element.
Another thing i'd like to mention is the underground, being a linear push for blue team, it often tend to be rather boring and in the same time exploitable. Red team can easily set up a defense protecting both the cart, and not allowing to blue exit out from the only entrance. Adding some focal points, like the skull in eyeaduct, might break out the linear gameplay, turning the interesting dynamic element into a unique fighting space.
Dynamic element
Dynamic element in this map, is really unique and fits the map theme, offering players a rather interesting change from maps dim lighting, to a more contrast, however more dangerous setting. The underground is a interesting fight space where players have to take note of the world damage and also focus one the main object.
However, in my opinion, the underground offers more advantage to red team than it does to blue team, as in, blue team is supposed to push the cart without getting any noticeable reward. In this case, pushing the cart throughout the underground should move the cart few units forward in the world, so that blue would be rewarded. In case of not being able to push the cart throughout the underground, it should be teleported back to the original location, as it is now.
Aesthetics
Aesthetics in this map is one of the things that is often underrated by the public. First of all this map is the one which by so far can be called almost ready to be shipped product. There is nothing major that should be added, nor anything that should be fixed.
However, one of the main issues of the map, is the rather boring environmental lighting, the map feels really grey, without any other contrast that could catch the players eye. Some things that stand out are the pumpkins, although they should be the main focus points of the map. Improving the environmental settings, will make the map more pleasant for players eye.
Detail wise, the map has it's own touches, which often will be missed in gameplay situation, however, still it makes the map stand out in the crowd.
Shooting range in blue spawn is one of the examples of touches, expected to be a non-accessible area, the map does the opposite allowing the player to explore.
Some things, that I have noticed:
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60000.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60001.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60002.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60018.jpg
Such small details make the map stand in the crowd.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60003.jpg
Light shows up here, without any source of it.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60004.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60009.jpg
The rocket seems to be the main objective of the map, blue has to reach, however it isn't so.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60005.jpg
Shadow cast under stairs.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60006.jpg
Such trim doesn't really look good.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60007.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60013.jpg
Lighting up the main signs, is nice.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60008.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60014.jpg
Floating.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60012.jpg
I'd expect this model to be used for grain, not something else.
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60016.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60019.jpg
http://dl.dropbox.com/u/1607727/Contest/moonlit/pl_moonlit_b60020.jpg
Cramped game space.
Performance
As with most contest maps, I had no performance issues with this one. However there were some minor things, that don't really affect the performance that much, however are noticeable to the players eye. Some props have low fade distance, most often train in out of bond area. Otherwise the map is one of the best performance wise in this contest.