Column 1 Column 2 Map Score Cashworks 8 Zig 5 Repository 9 Stovepipe 7 Halfacre 7 Reservoir 6 Vipers den 6 Tranquility 7 Frontier 8 Cashworks: Whaou that's maybe the more original layout i've seen so far, the long descent is a piece of art, too bad there's almost no fight on it. With the secondary defense spawn distance and the disadvantage of heigths it's almost impossible to block the cart in this area. The rest of the map is pretty classic, with good vertical pathways which is always an appreciated design choice for jumping class. Zig: Sorry dude just hate the theme & color choice so it will obiously influence my judgement. Anyway the problem in the layout is that it's alternate way to opened area with glostrophobic one, the only part i like is the last one wich is the only part we have an interesting fight. There is some interesting idea anyway, the first underworld part is well worked but i can't find a way to use it in several classes exept inge and demo. Repository: My favorite one, like the design and layout, there is a lot of way for offense and defense (mapper too oftenly forget that defense should have way to bypass offense and take them from behind). Vertical path giving soldier and demo some great gameplay possibility, shortcuts are a heaven for spy and inge. Not much more to say on this beauty just that it's my favorite map of the contest. Stovepipe:Classic pl map. The closest one to the badwate design (building surrending the tracks, the gameplay is pretty classic and interesting as soon as you re in a good team (as in badwater). The only part i'm more sceptic aobut is the long path to point B, it oftenly cost great time and effort since one well placed sentry cover all passage. Otherwise the part between 2 and 3 is the most intersting with well used building and one way door, there s really some crazy way for a defense inge to use previous building to hide a tp exit in the back of the offense. Well done. Halfacre: Well i like halfacre but the problem is that defense (as in hoodoo) is pretty blocked, so oftenly we see a defense with no initiative since there's not a lot of things to do bt hold on (i know that somepoeple would say that's the point of the defense side of a payload, but i don't see i that way since an interesting game is more based on teamplay and actions that it provide than skill. Graphicly the map is well worked, lot of details and the general aspect is really really well done. The only thinks that is missing is some way to make the gameplay less flat and had some heigths to make it a little different from linear map (the part 3 of hoodoo for exemple is pretty interesting to compare it with, even if it lack some pathways) Reservoir: I'm pretty suprised by some design choice, tracks going in and out of building and in again, never saw this in real life, of course tf2 is not real life but small things like that bother me a little, otherwise there may be too many small paths instead of big one where the fights is taking place, what i witnessed in our testgame on reservoir was a pretty is a desorganised fight occuring in every parts of the map except between 3 and 4. These kind of design (not uninteresting) mean pretty strong gameplay choice for a team, spy pyro and demo heaven, a hell for long distance class and inge. Vipers Den: Way too many long straight line, making it not really interesting to play on, except for the goddamn sniper. Anyway i would like to see how the map evolved since there is some good tuff after the first captue point, can't really say much since the first part of the map is imo really boring. Tranquility:moo is the word indeed , the first part under water is a pain in the ass, can't see who's coming for the offense, which class are pushing the cart for the deffense, the next 2 pars are more classic and much more interesting. I especially like the path design with those buildings surrounding it forcing team member to cover each other from spy and demo. Frontier:Clearly one of the best map of the poll, but i was a bit disappointed by the classic building design, i was waiting for something more original while playing alpha stage (frontier was the only map in texture dev which was included in our mapcycle). On the gameplay side, the map is really well designed, the only blackspot is the end with the spawn just over the final cap point, always hated it always will, still one of my favorite. ----- To conclude, except one or two map i think most of them are too pro-offense, defense is oftenly reduced to a suffer role, with talent and work the succed, but offense side doesn't mean you should have to sit and wait, you should be able to make some action that will change the current states of the game. Note may look hard on those who spend so longs hours working on those map, and for this work i and our community are thanking all of you since you give us hours of fun. But the note i gave are a reflect of what i felt during our test session.