TF2Maps.net Major Contest #14: Connect 5 (Preliminary Voting Thread)

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Idolon

they/them
aa
Feb 7, 2008
2,107
6,116
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Main Thread | Upload Thread | Finalist Voting Thread | Results Thread
This is the thread for the preliminary voting phase of the 14th Major Contest: Connect 5.

Preliminary Voting

25 maps were submitted for this contest, which is a great turnout! Too many, as it turns out, for a single phase of voting. As we have in previous contests when there's a large turnout, we are doing a shorter preliminary voting phase to select 10 finalists, which will then be judged more thoroughly.

The voting format for the first round of maps is simple: Vote yes or no on each map if you think it is worthy of being a finalist, or indicate that you have not played the map. You can give as many yes or no votes as you would like.

We will try to play through all of the maps equally, although maps that are more popular will inevitably be played more. The deadline may be extended if some maps get too many "haven't played" votes.

Deadline

The deadline is 11:59PM on 9th May 2018 GMT+1

Click here for a local countdown

Voting Format

Copy/paste this table and fill it in to cast your votes.

MAPS | Haven't Played | Yes | No
Alpine Depo | x | |
Backwash | x | |
Boreal Village | x | |
Chounai | x | |
Farmfall | x | |
Flurry | x | |
Guava Gulf | x | |
Hazyfort | x | |
Ice Tower | x | |
Log Place | x | |
Medina | x | |
Neighbor | x | |
Oasis | x | |
Roadblock | x | |
Snowcastle | x | |
Snowtrain | x | |
Spout | x | |
Stormguard | x | |
Timbrr | x | |
Tug o' War | x | |
Voltage | x | |
Wastetreatment | x | |
Woodhill | x | |
Yanqing | x | |
Zhuanguo | x | |
 
Last edited:

Diva Dan

hello!
aa
Mar 20, 2016
1,025
1,953

MAPS | Haven't Played | Yes | No
Alpine Depo | | | x
Backwash | | x |
Boreal Village | x | |
Chounai | | | x
Farmfall | x | |
Flurry | x | |
Guava Gulf | | x |
Hazyfort | | x |
Ice Tower | | x |
Log Place | | x |
Medina | | | x
Neighbor | | x |
Oasis | | x |
Roadblock | | | x
Snowcastle | | x |
Snowtrain | | | x
Spout | x | |
Stormguard | | | x
Timbrr | x | |
Tug o' War | x | |
Voltage | | x |
Wastetreatment | | | x
Woodhill | x | |
Yanqing | my map | |
Zhuanguo | | | x

Will edit this post as I play more maps
 
Last edited:

Sir_Metaladon

L1: Registered
Apr 14, 2015
34
15

MAPS | Haven't Played | Yes | No
Alpine Depo | x | |
Backwash | x | |
Boreal Village | x | |
Chounai | x | |
Farmfall | x | |
Flurry | x | |
Guava Gulf | x | |
Hazyfort | x | |
Ice Tower | x | |
Log Place | x | |
Medina | x | |
Neighbor | x | |
Oasis | x | |
Roadblock | x | |
Snowcastle | x | |
Snowtrain | x | |
Spout | x | |
Stormguard | x | |
Timbrr | x | |
Tug o' War | x | |
Voltage | x | |
Wastetreatment | x | |
Woodhill | x | |
Yanqing | x | |
Zhuanguo | x | |
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
I'll toss my table in now and fill it up as we go. I'm on mobile so if something breaks I'll fix it as soon as I can.

MAPS | Haven't Played | Yes | No
Alpine Depo (Disqualified) | | | x
Backwash | | x |
Boreal Village | | | x
Chounai | | x |
Farmfall | x | |
Flurry | | | x
Guava Gulf | | x |
Hazyfort | | x |
Ice Tower | x | |
Log Place | x | |
Medina | | | x
Neighbor | | | x
Oasis | | x |
Roadblock | x | |
Snowcastle | x | |
Snowtrain | x | |
Spout | | | x
Stormguard | | | x
Timbrr | | | x
Tug o' War | x | |
Voltage | | x |
Wastetreatment | | | x
Woodhill | x | |
Yanqing | x | |
Zhuanguo | | x |
 
Last edited:

red3pit

High on melancholy
aa
Dec 3, 2016
262
309

MAPS | Haven't Played | Yes | No
Alpine Depo | i'm not gonna vote on this one since it's almost uplayable with 20 fps | |
Backwash | | |x
Boreal Village | | | x
Chounai | this | is | mine
Farmfall | | | x
Flurry | | | x
Guava Gulf | | x|
Hazyfort | |x |
Ice Tower | | | x
Log Place | | | x
Medina | | | x
Neighbor | | | x
Oasis | | |x
Roadblock | | | x
Snowcastle | | x |
Snowtrain | | |x
Spout | | | x
Stormguard | | |x
Timbrr | |x |
Tug o' War | | |x
Voltage | x | |
Wastetreatment | x | |
Woodhill | x | |
Yanqing | | x |
Zhuanguo | x | |

Oasis - Even tho I like the work Freyja did with detailing, I haven't enjoyed playing the map. Was feeling chokey bit too many times. Could use a little more open space.

Hazyfort - I liked this one from early versions, really happy with how it turned out.

Yanqing - Not fan of detailing, but I had fun playing few rounds on it.

Log Place - I don't like second point, everything is just too big, too high and the point area feels... oddly cramped. First point is a bit blue sided in my opinion. Visuals could be better (i know why it isn't detailed tho, you said that in discord).

Boreal Village - overscaled and ugly.

Roadblock - bit too big, i don't like the gamemode, ugly.

Medina - I think idea behind the map is intresting, but is badly executed. Assymmetrical layout for symmetrical gamemode doesn't feel good, there are some annoying unclipped places and the gameplay area is just a box filled with small buildings you can stand on.

Farmfall - first thing I see when loading map is some concrete block and unalligned textures. That's not a good starting point. Map generally looks bland. It feels bit flat, with only real height variation being sealed from the main areas. Oh, and fix your hdr, it's too bright.

Icetower - Detailing feels bit incosistent. I guess you were trying to go for abandoned city feel (at least it feels like you were going for it) but i think you mixed too many non matching stuff. There is also few non aligned textures, or just weird looking ones (like displacement brick hole, this thing will hunt me in my sleep). Map feels too big. I feel like that route with deathpit is just unnecessery.

Flurry - Fog is lacking. Few unalligned textures here and there. Outside of that HUGE highground overlooking the middle, it feels flat. Height variation would really help it.

Snowcastle - I like visuals, tho some areas feels bare. Some places are bit too tight, but it feels good.

Spout - Submitting aplha version for a contest is bit risky, i must say. Map felt overscaled, especially area between blue spawn and A point. Connector to B feels like a maze.

Guava Gulf - I'm not a fan of plr, but I enjoyed this one. I really like the tug of war on third stage. Visually it's bit lacking.

Alpinedepo - TERRIBLE framerate (sometimes even 10fps), because it renders from spawn to spawn. Visuals are not too bad (i dunno whether you got rid of "borrowed" brushes or not), but there were still some dev texutres around. Gameplay wise it was not too bad.

Backwash - Very stalematy. Once one team captures second point, it's and endless fight. Bit dark at some spots. Visuals could be bit better.

Snowtrain - first map feels bit odd, overscaled or too much height variation. First point feels not bad tho. Second is almost impossible to attack. Can't say much on visuals since it's only alpha.

Neighbor - Unfinished, rough, but not too bad detailing. Deathpit under first point is almost unnoticeable, until you fall into it. Second point very hard to push at.

Stormguard - Map felt too big. Especially path from blue spawn to A was feeling too long. Detailing rough, using same textures on each building is not too good idea. Weird visual bug in blue spawn (gap in the floor, seemed like you move it by 1hu).

Timbrr - Lots of weird lightning glitches, HDR could be lowered. Detailing is bit unfinished, but it looks not bad. Most healthpacks are basicly in one place. Some heights could be little smaller. If you jump onto a train, you can get stuck in tunnel. Was fun.

Tug o' war - Very small and very dark. Lotsa water in gameplay space made it even more uncomfortable. I like the idea of moving control point. Detailing wasn't too bad.
 
Last edited:

Da Froog

L1: Registered
Jul 19, 2016
30
7

MAPS | Haven't Played | Yes | No
Alpine Depo | x | |
Backwash | x | |
Boreal Village | x | |
Chounai | | x |
Farmfall | x | |
Flurry | x | |
Guava Gulf | x | |
Hazyfort | x | |
Ice Tower | x | |
Log Place | x | |
Medina | x | |
Neighbor | x | |
Oasis | | x |
Roadblock | x | |
Snowcastle | x | |
Snowtrain | x | |
Spout | x | |
Stormguard | x | |
Timbrr | x | |
Tug o' War | x | |
Voltage | x | |
Wastetreatment | x | |
Woodhill | x | |
Yanqing | x | |
Zhuanguo | x | |
[/QUOTE]

will be updating as/if i play them
 
Nov 28, 2017
130
118
I base my votes on how complete a map is, their optimization and my experience played with bots and some friends.

MAPS | Haven't Played | Yes | No
Alpine Depo | | | x
Backwash | | x |
Boreal Village | | | x
Chounai | | x |
Farmfall | | | x
Flurry | | | x
Guava Gulf | | x |
Hazyfort | | | x
Ice Tower | | | x
Log Place | | | x
Medina | | x |
Neighbor | | | x
Oasis | | x |
Roadblock | | | x
Snowcastle | | x |
Snowtrain | | | x
Spout | | | x
Stormguard | | | x
Timbrr | | | x
Tug o' War | | x |
Voltage | | | x
Wastetreatment | | | x
Woodhill | | | x
Yanqing | | x |
Zhuanguo | my | map | lmao
 
Last edited:

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36

MAPS | Haven't Played | Yes | No
Alpine Depo | | | x
Backwash | | | x
Boreal Village | | | x
Chounai | | x |
Farmfall | | | x
Flurry | | x |
Guava Gulf | | | x
Hazyfort | | x |
Ice Tower | | x |
Log Place | | | x
Medina | | x |
Neighbor | | | x
Oasis | | x |
Roadblock | | | x
Snowcastle | | x |
Snowtrain | | | x
Spout | | | x
Stormguard | | | x
Timbrr | | | x
Tug o' War | | | x
Voltage | | | x
Wastetreatment | | | x
Woodhill | | | x
Yanqing | | x |
Zhuanguo | | | x
 
Last edited:

Mess About

L7: Fancy Member
Jan 16, 2017
404
178

MAPS | Haven't Played | Yes | No
Alpine Depo | | | x
Backwash | | x |
Boreal Village | | | x
Chounai | | x |
Farmfall | | | x
Flurry | | | x
Guava Gulf | | x |
Hazyfort | | x |
Ice Tower | | x |
Log Place | | x |
Medina | mine | |
Neighbor | | | x
Oasis | | x |
Roadblock | | | x
Snowcastle | | x |
Snowtrain | | x |
Spout | | x |
Stormguard | | | x
Timbrr | | | x
Tug o' War | | | x
Voltage | | x |
Wastetreatment | | | x
Woodhill | | | x
Yanqing | | x |
Zhuanguo | | | x

my internet is so bad at the moment, can't playtest more, hope it got better
well, i'm going to watch demos instead

My feedbacks:
arena_voltage: the layout concept of having 2 defensive bases with a CP in each base, makes the match very stalemate,
because after you capture the closest point, the next step is the next point, but since it's in the enemy base, your team has to take risk attacking and lose the round;
while arena_yanqing has the same concept, it's (abit) harder to hold

arena_snowcastle:
this is how 2CP Arena mode layout should be, no base, 2 capture points in the middle area, the players have to make decision between each point

cp_hazyfort: Red needs to have more time rebuilding their defense after losing 1st point
if you read the stats on feedback.tf2.maps, you can see that Blu has ~60% win-rate out of all the latest playtests
and when Red wins, it's always on the 1st capture point, they don't have a chance on 2nd

cp_stormguard: i appreciate your effort in the map, but it's too long (not overscaled, but massive), and have so many errors like floating dev texture brush on Blu spawn, or some off grid brushes, not open doors, lack of signs,.....
About the layout, the map has so many empty rooms that serve only one purpose (like hiding), i think these rooms help overscale your map; also that there're just so many routes that make Red very hard to defend and have to split the team out too much

cp_spout: the map is a bit overcomplicated, on point A you can remove the "death-pit" area (the right side flank area for Blu) and it still works, the whole place is just spread out too much. Also the rollout time for Red from Spawn to A is very long, include the train keep blocking players; maybe that's why the captime is insanely long, but that's no fun.
The B point, i don't like the long highground flank that leads the players right onto the point, that feels very cheap; again, so many routes that spread out the fight too much, also the train though
There's an unused area on Red spawn' right side, that should be removed imo
Overall, the map is actually very promising, just reduce & simplify the layout and remove the train (since the contest has ended)

koth_flurry: (random thought) seem like your map was inspired by koth_viaduct alot, but your map is very flat with a ton of covers, no optimization, uneccessary (and could be) overpowered high ground flank route that allow you to see all over the CP, also asymmetrical buildings that actually affect the gameplay

cp_neighbor: the whole map is a "climb the hill" contest, First point favors Blu too much, so many routes from left to right and even behind. While Last point layout is very interesting, but Blu doesn't have much options, only 2 main attack routes and both are on low ground, if you give time for Red to setup a proper defense, there's no way you can cap it

cp_backwash: i respect 5cp mappers, cause it's hard, balancing 5 points back & forth is a pain in the ass. Your map has alot of problems, 2nd is hard to hold while last is hard to push, but the layout is interesting

koth_tug_o_war: the map concept is pretty cool, kinda dumb-dumb fun, but the layout is not workout

koth_timbrr: the map is abit too big, favor Sniper, the middle area is kinda boring, flat ground filled with some covers (trees, rocks, walls and a train)

cp_woodhill: lot of annoying saws and a deathpit, while the layout is very simple

cp_snowtrain: your map layout and the trains concept are cool, but since this is a "last panic minutes" map and no playtesting before... (i mean your map has flaws, not just bc your map is A1)
keep working on it
Edit: i changed my mind, your map works really well despite only in A1

koth_zhuanguo: you missed entirely the point of koth, is that the CP is supposed to be the "main" part of the map, not put to the side; lots of TDM and no capping

ctf_farmfall: i like the idea of giving the Attacker a highground platform to Flag area, and 2 seperated routes on mid; but meh

rd_roadblock: no optimization, overscaled, flat layout, bad lighting, and where the fuck are the other CP beside mid?
 
Last edited:

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436

MAPS | Haven't Played | Yes | No
Alpine Depo | x | |
Backwash | x | |
Boreal Village | | | x
Chounai | x | |
Farmfall | x | |
Flurry | x | |
Guava Gulf | x | |
Hazyfort | |x |
Ice Tower | x | |
Log Place | x | |
Medina | x | |
Neighbor | x | |
Oasis | x | |
Roadblock | x | |
Snowcastle | x | |
Snowtrain | x | |
Spout | x | |
Stormguard | x | |
Timbrr | x | |
Tug o' War | x | |
Voltage | x | |
Wastetreatment | x | |
Woodhill | x | |
Yanqing | x | |
Zhuanguo | x | |
 
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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974

MAPS | Haven't Played | Yes | No
Alpine Depo | | x |
Backwash | | x |
Boreal Village | | | x
Chounai | | x|
Farmfall | | | x
Flurry | | x |
Guava Gulf | | x |
Hazyfort | | x |
Ice Tower | | x |
Log Place | x | |
Medina | | x |
Neighbor | x | |
Oasis | | x |
Roadblock | x | |
Snowcastle | | x |
Snowtrain | | | x
Spout | | x |
Stormguard | I made this one! | |
Timbrr | | x |
Tug o' War | | x |
Voltage | | x |
Wastetreatment | | | x
Woodhill | | | x
Yanqing | | x |
Zhuanguo | | | x
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
MAPS|Haven't Played|Yes|No
Alpine Depo||x|
Backwash|x||
Boreal Village|x||
Chounai|x||
Farmfall|x||
Flurry|x||
Guava Gulf|x||
Hazyfort|x||
Ice Tower|x||
Log Place|x||
Medina|x||
Neighbor|x||
Oasis|x||
Roadblock|x||
Snowcastle|x||
Snowtrain|x||
Spout|x||
Stormguard|x||
Timbrr|x||
Tug o' War||x|
Voltage|x||
Wastetreatment|||x
Woodhill|x||
Yanqing|x||
Zhuanguo|||x

Feedback/Notes
Overall, I give this map a good rating. Despite a bunch of small issues, the map is still wonderfully detailed with a great layout, and I really hope you fix these issues. Aside from my comments below, I also left some feedback using the server !fb system.
-Great detailing and nice easter eggs, but still some dev textures on Blu side
-Good layout, open map that limits sightlines well
-Unique concept for mid
-Constant error in top right: overflowed CClientRenderablesList group 7
-FPS kept jumping up and down; need more optimization?
-Invisible props
-A few clipping issues, such as the interior beams on Red side
-Snowing indoors
-Broken red resupply cabinets
I have not had the chance to fully judge this map, so these notes are incomplete and may change.
-Simple, blocky brushwork gives sense of poor detailing
Blocky brushwork, cramped layout. I like some of the things done with the layout, but it's not enough to justify a yes vote.
-Simple, blocky brushwork gives sense of poor detailing
-Mostly indoors and cramped, few open spaces
Blocky brushwork, layout needs more work.
-No version numbers, all versions have the same name; I got booted from the server because of a version mismatch
-Blu forward spawn is super easy to camp, close the door when players aren't using it, add a second door, and/or widen the doorway and hallway outside blu's spawn
-Simple, blocky brushwork gives sense of poor detailing
-So many saws, is this an april fools map?
-Transition building from first blu spawn courtyard to first CP area is cramped and annoying to push through when the enemy is spamming the entrances, have at least one doorway that's nice and open
Layout needs tons of work. Everything except for the mid CP area needs to be made bigger. Also, you don't need 4 different spawnrooms on a KOTH map.
-Confusing layout
-Everywhere but the mid CP area is cramped and weird
-Cool idea, poor execution
-Mid ain't half bad
-Detailing could use some touch-ups, sometimes has weird texture combos
I love the concept. The layout is good and supports it well, but some improvements could be made.
-Excellent idea, good execution
-Map could be brighter in some places
-What's the point of the retractable bridges?
-Water will be pyroshark territory, I'd reduce the canal width so players don't need to jump in the water to get to the CP
 
Last edited:

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,068
Here's my votes at the moment, they may change as I get to play them more.

MAPS | Haven't Played | Yes | No Alpine Depo Disqualified| | |x
Backwash| | |x
Boreal Village| | |x
Chounai| |x|
Farmfall| | |x
Flurry| | |x
Guava Gulf|This|is|mine
Hazyfort| |x|
Ice Tower| |x|
Log Place| |x|
Medina| | |x
Neighbor| |x|
Oasis| |x|
Roadblock| | |x
Snowcastle| |x|
Snowtrain| |x|
Spout| | |x
Stormguard| | |x
Timbrr| |x|
Tug o' War| | |x
Voltage| |x|
Wastetreatment| | |x
Woodhill| |x|
Yanqing| |x|
Zhuanguo| | |x

WIP Feedback:
Alpine Depo: The spaces feel good and the routes feel unique, I really like this layout. My main gameplay gripe is the trains; I love trains in maps but this one is really short, frequent, and too fast. It's a neat idea for a point, but it feels like a random unpredictable death since they go so fast. The main reason this would have been a no was the framerate and lack of optimization. On most KotH maps I get somewhere around 150 FPS but here I struggle to get 30. It's a real shame that you copied from other maps, since I really like the layout of this map. Don't plagiarize next time.

Backwash: This was almost a yes, but I'll have to go with a no after a 30 minute stalemate. The main issue is that it's just too small. Final is really cramped when there's 18 people fighting through the doorways, and final and mid seem to be closer to each other than final and second. The details and visuals are pretty alright, they look fine. I really like the area and layout between final and second, if you find a way to make that less chokey it'll be really fun.

Boreal Village: The layout is confusing and has some rather nasty sightlines and blind corners right out of spawn. Areas are just awkward to traverse and don't fit together well. There's some neat ideas here, like the health on the log above the saws, but the map around the ideas is not very fun.

Chounai: I don't have much to say about this one since I was in a test with lower player counts and was trying to figure out what map needed to be tested yet between lives. I looks pretty nice, the layout seems solid, and I really like the train. Getting up to the bridge on mid felt strange for some reason. The stairs were fun to fight on. Good work.

Farmfall: It's not bad, it's not great. Visually it's nothing to write home about, though I don't feel it's quite at the level to call it an RC. The lighting isn't pleasing to look at at all. Gameplay wise, it's got issues. It's too easy to hold the center of the map and hold people in the starting courtyard, and the flag is really hard to defend. It's better than a lot of CTF maps I've seen tested around here, but it still has some issues that need working out.

Flurry: The details in the map are rather nice, but the gameplay is nothing to write home about. The point is very difficult to capture, and the routes though the map don't fell fleshed out well. The lighting is also rather bright and makes everything look flat and boring.

Hazyfort: It looks nice despite the horrible framerates and some really dark rooms, but I'm on the fence about the gameplay. I'm not a fan of the playspaces in the map, but it's functional. It deserves a yes from how polished it is and the fact that it seems to play well, but this one is the one I am the most hesitant about for now just because of personal tastes and the framerate issues.

Ice Tower: I really want to love this map but there's a big problem with it, literally; it's too big. The details are fantastic and the gameplay spaces are unique and interesting, but there's too much of it. Cut out half of the map (horizontally) and it'll be really cool. The cliff area and the point are really really neat, but the spawn positions tend to push players towards the less interesting half of the map (in my opinion).

Log Place: I feel this deserves a shot based on the potential alone, but that's a highly subjective opinion. I think I liked some of the older, more difficult to push versions better, though my views may be skewed from low player counts/unbalanced teams in the test I was in. It still seemed fun. I'm not a terribly big fan of the direction the art is going—I thought it would have looked great with a lumberyard-like theme more—but snow was a requirement for you so I can't complain.

Medina: Medieval PD is a cool idea, but your execution is flawed. Having the map be non-symmetrical is fine and actually pretty cool; the issue lies in having only one capture area that is always enabled. This means that points can't really build up in the map, and there is no mad dash to deposit it all when the point is opened, which is the highlight of PD for me. There's also very little height variation in the actual map, and all of the areas feel pretty much the same. UPDATE: Being able to run along the wires is fantastic, thank you for pleasantly surprising me!

Neighbor: I really like this take on a city theme. There's not many maps that attempt it nowadays, and this one stands out with the mix of construction and finished interiors. It's not the best looking, but it'll get there. The gameplay spaces are really interesting and I enjoy the unique use of diagonals and split levels that you played with to make unique-feeling areas. It didn't seem to play the best and the points felt strange to defend, but I'll be watching this in the future.

Oasis: I didn't care for the gameplay in the first few versions, but it's really fun now. I may be slightly biased for suggesting Red's forward spawn location in a stream. Excellent art direction, great work Freyja! My main complaint is final; it's weird to both attack and defend and I can never tell if I'm having a good time or not.

Roadblock: The first time I played this it crashed me and half of the server, though I won't hold that against it. My main complaint is that it's confusing and frankly quite ugly. The lighting is a really off-putting color and the flickering lights did not help the visuals at all. Rooms tend to have pitch-black walls and a single light in the center, meaning it's hard to see anything when in the lower buildings. I only ever found the center point (at least, according to the HUD) during both of my playtests, and I still have no idea what the gamemode is supposed to be. The spaces felt overscaled and it was difficult to figure out where to go.

Snowcastle: I really like this one. It's a great fast-paced 2CP arena with a solid layout and unique areas to fight in. I'm a big fan of how much variation you've managed to pack into such a small space. I would have liked a few more ammo packs in the lower areas, but that's just a nitpick. The detailing is neat so far, great work! Don't listen to those saying it's too small or needs a more defined mid; I think it's just the right size for what it seems to be trying to be.

Snowtrain: This was almost my most difficult no, but now it's a yes. I love the uphill fight and the large sightlines on A, and the positioning of B in relation to A feels fresh. Using the trains as cover to sneak around the defenders on second is really fun. Second needs work though, the sightlines are a bit brutal and it's quite a walk for blu. Consider looking into a forward spawn for blu or finding some other way to get blu to the front lines faster for attacking second. It's got a few neat ideas that could be really cool with some work, and I'm excited to see it evolve.

Spout: It's really promising and quite close, but not quite there gameplay wise. First often is very hard to attack, and awkward to get to while defending. Other times it's a complete steamroll. Players defending aren't funneled towards the point well, and routes take to to strange places. My first instinct was to move first towards blu's side a bit so it's in the building with the roof so that there's not as much immediate high ground around it, but now after playing it more I'm not sure. Second is neat and fun to both defend and attack, but feels a bit cramped.

Stormguard: The visuals are bland, the cart got stuck on final so Blu couldn't win, and it's confusing to navigate both due to the layout and the fact that everything looks the same. All rounds I've played the cart just kept going as it's impossible for red to set up anywhere to defend except for final.

Timbrr: I really like this one. It's a bit wide, but it seems to play well. I like how flat it is while still feeling... not flat? I'm not sure how to describe it. There's a few minor issues like the train's hitbox being taller than the logs, the train only ever going one way, and the dropdown hole being quite small, but I like it so far. Great work!

Tug o' War: I want to vote yes, but there's some issues that stop me. I like the whole concept, and the logic seems to work quite well, but there's some quirks that bug me. It's really hard to get on the boat, it flips your view 180 degrees when you capture it (I think?), and the propeller can kill you. The layout of the map is also quite strange, and it's difficult to reach the boat without dying in a lot of cases from what I've seen. I like some of the detailing a lot, but other parts just don't look very good.

Voltage: Pretty fun, unique use of a split-level capture point. Not a huge fan of the difficulty rotating between the interior and exterior spaces, but it plays pretty well from what I've seen. I don't have much else to say really, great work.

Wastetreatment: This also suffers from a reoccurring issue that a lot of these entries had: it's too small. There's very little distance between mid and final, and it's very narrow. I only played it in a 6v6, I can't imagine how cramped this would be in a full 12v12. The playspaces aren't bad, but they need more room to breath.

Woodhill: I like this map. Sure, it's got its' flaws, but it's got a lot of charm. The uphill fight at the start is pretty neat, though it might work better with a flank and if it was more of an actual hill than a bunch of switchbacks. I'd cut down on the number of sawblades and maybe expand the area right before first as well. The layout around the point feels very unique, but needs some work/maybe a rescale. There's some weird routing going into final that allows Red to push into where Blu is holding; I'd look into fixing that. It's a sold early layout that could easily become something neat with more work, good job!

Yanqing: The gameplay on this map is fast and intense, and offers just the right amount of variation in the combat spaces. Visually the map is distinct and pleasing, though there's some areas are a little dark and the map just feels a bit... empty.

Zhuanguo: I like the actual point structure and the tunnels under the point. The color-changing bucket is also fantastic. Unfortunately, the rest of the map is not. The layout is far to large and confusing, full of tight hallywas and strange routes. Signs point the wrong way a lot. The "moving spawns" could maybe work, but not in this way. It's impossible to find the point or tell where enemies will come from as it is. To be completely honest I really don't like the visual style you are going for, it's ugly. It feels more like a Gmod map than a TF2 map to me.
I've been updating feedback as I go—even rewriting older feedback—so keep checking back until the final votes are locked in for my most recent thoughts on your map and why I voted how I did.
 
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Nov 28, 2017
130
118
Could it be possible to get a list of links for the maps being judged?

All the maps (except Voltage for some reason) are in the upload thread but if you really need I provided a table of all the links to each map:


Staff can use the table if they want for convenience
 

Carange

L1: Registered
Jan 30, 2017
46
6

MAPS | Haven't Played | Yes | No
Alpine Depo | x | |
Backwash | this | my | map
Boreal Village | x | |
Chounai | x | |
Farmfall | x | |
Flurry | x | |
Guava Gulf | x | |
Hazyfort | | x |
Ice Tower | x | |
Log Place | | x |
Medina | x | |
Neighbor | x | |
Oasis | | x |
Roadblock | x | |
Snowcastle | x | |
Snowtrain | x | |
Spout | x | |
Stormguard | x | |
Timbrr | x | |
Tug o' War | x | |
Voltage | x | |
Wastetreatment | | | x
Woodhill | x | |
Yanqing | x | |
Zhuanguo | x | |
Hazyfort feels like a good mix between egypt and gorge, with clever use of high variation in a 2cp map. The map looks very good too. The only problem is I've not really played it on balanced teams, so I'm not sure how balanced it is yet.
While not complete detailed yet (as far as I know) log place is the map I've had the most fun out out of the ones I've played. It is the most balanced attack/defend maps I've seen in a while and there is a ton of funny obstacles and interesting geometry.
I have played Oasis but never got a good feeling playspace-wise since I never played it that long. That aside the map looks beautiful, much better than the other Egyptian maps.
For a second map it plays pretty well, but it falls into 2 quite common traps. Room-corridoor-room syndrome, and that the map takes place in very small spaces, or inside. Some small spaces with props make them quite fun the play around, but the map just has little flow.
 
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Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031

MAPS | Haven't Played | Yes | No
Alpine Depo | | | x
Backwash | x | |
Boreal Village | | | x
Chounai | x | |
Farmfall | | | x
Flurry | | | x
Guava Gulf | | x |
Hazyfort | Mine | |
Ice Tower | | x |
Log Place | x | |
Medina | x | |
Neighbor | x | |
Oasis | | x |
Roadblock | | | x
Snowcastle | | x |
Snowtrain | x | |
Spout | x | |
Stormguard | x | |
Timbrr | x | |
Tug o' War | x | |
Voltage | | x |
Wastetreatment | x | |
Woodhill | x | |
Yanqing | x | |
Zhuanguo | | | x
A 2cp arena map that has a fun layout. I liked the in-out sort of 'reverse detail' where you put the 'outside' away from the mid of the map. I think you could have made the OOB detail for each sides different but I like the idea and the layout. However, the lighting is mostly flat and I dont feel like the detail managed to make the place feel alive.
Certainly a unique map. This is not your ordinary koth map. Not necessarily a good thing in this case. There are way too many routes a player can take at any moment and most of them are very tight corridors and Hydro has larger routes. The idea of underground complex is unique but the detail in most places feel very out of place. Details are quite low quality with some props placed in inappropriate places. For example, playermodels placed in the map itself is always an unusual thing. A building is made from a few small and randomly placed brushes which certainly did not leave a good taste.
first of all, stunning visuals. New Egypt seems very hopeful and it sets up an excellent standard for all future egypt maps. About the gameplay, It is pretty unique. Around the oasis has good height variety and it has a feel of
almost deathmatch kind of area which I think is a good thing since it doesnt hurt the objective because of the limited space. The enterance and the exit of the oasis however, are quite chokey. It is not as bad as goldrush like some people say but it is still a tunnel. You cant get a great gameplay in a tunnel. There were times when I felt that I had no chance of defending the cart because of the choke.
I like that you chose a theme that is underused. (night/town) but there are a lot of problems with the map. First of all the layout is overscaled. Massively. The layout choice are quite questionable as well, with the map having multiple mid. There are highgrounds in flanks there are saw in the flank and I dont agree because I think such hazard need to be more involved with the central gameplay not tuck away from the objective. Some routes are very tight and the lighting is too inconsistent that it is impossible to recognize the player in some areas.
Lack of Fog really hurt the visuals of this map. Skybox looked because of it. Some areas are still quite prop-heavy like near the stairs that goes up to the platform that is overlooking the point. Layout is fairly uninteresting as it is a flat land with some high buildings and clear hills. Some height variations that is not as drastic as stairs or a steep ramp would have been nice. The depth of the water is not significant enough to make a difference to the gameplay. The quality of the detail does not look positive in most areas. There are many props placed in what seems like random locations. This map reminds me of my very first map in terms of layout.

I will update this vote as I get to play more.
 
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Idolon

they/them
aa
Feb 7, 2008
2,107
6,116

MAPS | Haven't Played | Yes | No
Alpine Depo | | | x
Backwash | | x |
Boreal Village | x | |
Chounai | x | |
Farmfall | | | x
Flurry | | | x
Guava Gulf | x | |
Hazyfort | x | |
Ice Tower | | x |
Log Place | | | x
Medina | x | |
Neighbor | x | |
Oasis | x | |
Roadblock | | | x
Snowcastle | it's | my | map
Snowtrain | | x |
Spout | | x |
Stormguard | | x |
Timbrr | | | x
Tug o' War | | | x
Voltage | x | |
Wastetreatment | x | |
Woodhill | x | |
Yanqing | x | |
Zhuanguo | | | x

(my map feedback notes will come at end of prelim. voting period)
 
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Retro_Game_kid

L1: Registered
Apr 9, 2018
15
4
MAPS | Haven't Played | Yes | No
Alpine Depo |x
Backwash |x
Boreal Village |||x
Chounai |x
Farmfall |x
Flurry ||x
Guava Gulf|| x
Hazyfort ||x
Ice Tower| |x
Log Place ||x
Medina |||x
Neighbor |x
Oasis |||x
Roadblock |x
Snowcastle ||x
Snowtrain||| x
Spout |||x
Stormguard |x
Timbrr |x
Tug o' War |x
Voltage |x
Wastetreatment| x
Woodhill |x
Yanqing ||x
Zhuanguo |x
 
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Idolon

they/them
aa
Feb 7, 2008
2,107
6,116
Voting is being extended by 72 hours. Sword and I both need more time to play maps and write up reviews, and some maps could use some more playing overall. The deadline is now 11:59PM on 9th May 2018 GMT+1.

Live countdown
 
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