Detail Mini-Contest 2014 - Voting Thread

Vote for any number of entries

  • detail2014_hqdefault

    Votes: 4 6.8%
  • detail2014_iiboharz

    Votes: 7 11.9%
  • detail2014_iiboharz2

    Votes: 4 6.8%
  • detail2014_lampenpam

    Votes: 5 8.5%
  • detail2014_fantasmos

    Votes: 7 11.9%
  • detail2014_waffledoctor

    Votes: 26 44.1%
  • detail2014_theof114

    Votes: 26 44.1%
  • detail2014_prettyboy

    Votes: 2 3.4%
  • detail2014_idolon4

    Votes: 17 28.8%
  • detail2014_killohurtz

    Votes: 16 27.1%
  • detail2014_tmp

    Votes: 11 18.6%
  • detail2014_ynders

    Votes: 14 23.7%
  • detail2014_cubemap

    Votes: 7 11.9%
  • detail2014_aly

    Votes: 12 20.3%
  • detail2014_tech

    Votes: 3 5.1%
  • detail2014_drsasha

    Votes: 19 32.2%
  • detail2014_taka

    Votes: 12 20.3%
  • detail2014_plipplop

    Votes: 19 32.2%
  • detail2014_JohnRavenEye

    Votes: 3 5.1%
  • detail2014_Alex76

    Votes: 14 23.7%

  • Total voters
    59
  • Poll closed .

Freyja

aa
Jul 31, 2009
2,994
5,813
Detailing Mini-Contest 2014

Rules and Information | Upload Thread | Voting Thread

Voting Rules:
  • You have 1 week to vote from the creation of this post
  • You can vote for as many maps as you want
  • Please don't vote on the screenshots alone - have a look through the entire maps, experience their sounds and dynamic parts.
  • If you can, please leave a post commenting and critiquing entries. It helps everyone learn to improve their skills!

Voting Criteria:
  • Is the entry aesthetically pleasing?
  • Are there mismatched or out of place textures/props?
  • Does the detailing make sense within it's environment?
  • Does it feel like something that belongs in a larger area of TF2?

Map pack:

Courtesty of Egan, here is a map pack with all maps for you to easy download:

148.75mb ZIP Download

Entries: (In order of submission)

Author: HQDefault
Map Filename: detail2014_hqdefault
Download
Z3a24kz.jpg


Author: Iiboharz
Map Filename detail2014_iiboharz
Download
v6I80HL.jpg


Author: Iiboharz
Map Filename detail2014_iiboharz2
Download
l26z9OX.jpg


Author: Lampenpam
Map Filename: detail2014_lampenpam
Download
NEqDAKz.jpg


Author: Fantasmos
Map filename: detail2014_fantasmos
Download
Y3WWXOp.jpg


Author: Waffledoctor
Map Filename: detail2014_waffledoctor
Download
XTB0Lgb.jpg


Author: TheoF114
Map Filename: detail2014_theof114
Download
eK07xTr.jpg


Author: PrettyBoySwagg
Map Filename: detail2014_prettyboy
Download
h4FUawN.jpg


Author: Idolon
Map Filename: detail2014_idolon4
Download
s0XzDZX.jpg


Author: killohurtz
Map Filename: detail2014_killohurtz
Download
izgrAdv.jpg


Author: TMP
Map Filename: detail2014_tmp
Download
m8Cfiye.jpg


Author: Ynders
Map Filename: detail2014_ynders
Download
OQuAbJm.jpg


Author: cubemap
Map Filename: detail2014_cubemap
Download
qEPLTb6.jpg


Author: Aly
Map Filename: detail2014_aly
Download
W1I7AEf.jpg


Author: Tech
Map Filename: detail2014_tech
Download
cFgciFn.jpg


Author: Dr. Sasha
Map Filename detail2014_drsasha
Download
KZLKEa0.jpg


Author: Takabuschik
Map Filename detail2014_taka
Download
ht4QHUN.jpg


Author: PlipPlop
Map Filename: detail2014_plipplop
Download
f1wHtUq.png


Author: JohnRavenEye
Map Filename: detail2014_JohnRavenEye
Download
VnbC8j2.jpg


Author: Alex 76
Map Filename: detail2014_Alex76
Download
PRVAWvQ.jpg
 
Last edited:

HQDefault

...what
aa
Aug 6, 2014
1,056
535
OK, I'd just like to quickly say-
I know I didn't do that well. And I knew I wasn't gonna win this contest...

But I didn't know I did THAT BAD. I mean, most of the people I picked were the ones with lesser votes... So, I just have a HORRIBLE eye for detailing. And every contest entry had at least one glaring problem with it, so I figured I was up-to-par...

Now I'm sad :'(
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
OK, I'd just like to quickly say-
I know I didn't do that well. And I knew I wasn't gonna win this contest...

But I didn't know I did THAT BAD. I mean, most of the people I picked were the ones with lesser votes... So, I just have a HORRIBLE eye for detailing. And every contest entry had at least one glaring problem with it, so I figured I was up-to-par...

Now I'm sad :'(

You learn from it, and move on.

No one becomes good overnight.


... unless you're tony stark.
 
Sep 19, 2010
475
499
Let me just say I am impressed with all the entries. I downloaded the pack (thanks, Egan) and spent a bit of time running around each one. They're all very unique and have their own feeling to them. I haven't been very active in the community lately, but it's nice to see so many unfamiliar names with such great entries. Congratulations to everyone who entered this contest. You guys did great! :)

My top three:
3. Alex76 - Really loved this environment. Great take on the koth_king theme. I wish you would have done more with the 3D skybox to make it feel like part of a city, but overall I just really enjoyed it.

2. Plipplop - This whole area is incredible. I loved how I kept finding new areas and it really made me feel like I was exploring an old castle. The fog was a bit much in the darker areas and I'm not a huge fan of the "castle-built-into-cliff" thing, but the sense of exploration is what really made this map for me.

1. Waffledoctor - Loved this entry. The environment really feels cold and I like the combination of wood and brick textures used. It's simple, but very well made. Shows you don't have to create a huge environment to do well in this contest.

Noteable mentions:
Takabuschik
killohurtz
Ynders
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Yeah, I definitely should have started working on my entry earlier. The reason it feels so unfinished is that I started with only two weeks left to work. There were some really impressive entries this year, good job guys.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
You learn from it, and move on.

No one becomes good overnight.


... unless you're tony stark.

Actually, after thinking about it, my entry ISN'T bad.

This voting system just doesn't reflect what people think about it. Because, generally, the feedback I get is praise for my work, but with a few notes of the problems, (namely how I didn't live up to my potential for sound) The voting system just says how many people found it to be one of their favorites.

So, basically, we have a voting system that makes you feel dead inside if you don't have a perfect "wow" factor to top everybody.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Feedback, no matter good nor bad, is praise for your work. That means people care enough to say *something.* There are exceptions to this, of course but generally the fact that someone gives feedback, or cares enough to say something, means that ... it's worth it.

And yea, the voting system is like that. In the game industry, first impressions are just about everything.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
I was too lazy to actually write feedback for every single map, but I thought I should say some things related to issues that I saw consistent across a lot of the maps.

a) Dark lighting is only effective if you also have bright lighting. Also, don't be afraid to set your lights up to values like 2000. Tweaking your lighting is absolutely essential to good detailing.

b) Don't be afraid to set your fog to start right at the player's face. They won't notice, and it makes the fog a lot more gradual.

c) Indigo is a great color for shadows. Usually, that's the color you should be using on your light_environment's ambient. Also, if your map has a bright sun, your ambient should be relatively bright too!

d) Using a color scheme is a great way to make your map feel like a cohesive place, rather than just a collection of different ideas. You can also create a sort of shape scheme - a similar architecture style throughout an area. Theo's map is a great example of both of these.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
So, basically, we have a voting system that makes you feel dead inside if you don't have a perfect "wow" factor to top everybody.

Originally, I was going to do the voting system where you post your top 3 favourite maps. Egan told me to do it this way so that people are more likely to get some sort of votes.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
detail2014_hqdefault: Pretty creative idea, to make a destroyed base like this. I think a lot of your use of props and your brushwork helps sell the idea, but I don't know if it's enough. I'm not getting a good sense of what this place used to be, and all the destroyed props seem kind of arbitrarily scattered.

detail2014_iiboharz: I see what you were going for, but I don't think the room has a very strong sense of purpose. Like, there's a couple of "data link" blocks here, some film racks, some terminals... but not a lot of any of those. It just feels pretty empty. I also think there was potential here to create an interesting outside world with windows and stuff, but the walls are disappointingly barren.

detail2014_iiboharz2: Woah this is kind of painfully bright! Well, see, I think this map is a very good basis for something given the pretty nice oil mining theme, but the actual explorable area is very empty and, as with your other entry, kinda devoid of purpose. Adding something to this lot to make it feel a bit alive might have sold me.

detail2014_lampenpam: I like the pretty magical and mysterious feel it has. Props to those little yellow particles. Some of the nature here isn't a perfect fit for TF2, though. I see what you tried with the water, but it kinda clashes, and so does the rockwall texture (I know it's official, but I've always thought it's too grainy). Regardless, there are certainly things to like about it, and the little scene at the bottom is... at the very least interesting.

detail2014_fantasmos: I love the colors and just the general atmosphere. Very nice. I'm just held up a bit, as with some other entries, by the fact that there's not much TF2 in here. It's kinda just a place, and for me that's an important factor in this contest. The skybox is also very barren - feels a bit eerie, even, but I don't know if that's what you were going for.

detail2014_waffledoctor: Woah, the lighting here makes it feel super cold, especially when coupled with the warm indoors. This is a really solid and nice looking scene. It definitely feels like it'd fit right in as an area in a TF2 map! My only gripe is the low scale on the water texture, so it looks a bit weird, but that's it I think. Great work.

detail2014_theof114: Impressive! I really like the isolated feeling I get from this. The snowstorm is very well executed, and I dig the thorough use of yellow to break up the white monotony. I wish the interior had a little more personality, or some contrast to the outside, but it looks perfectly fine as it is.

detail2014_prettyboy: Erm, to be honest I'm not sure what this is supposed to be. Feels a bit like some sort of underground city? I can't really get a good feel for the purpose of this area, and I don't know if the detailing makes much sense, sorry.

detail2014_idolon4: There are parts of this I really like - especially the underground tunnels. They evoke a very classic Dustbowl feeling. I like the surface buildings too, even if they can be weirdly cluttered to navigate. But then, there are parts of the map that are clearly unfinished, or just kinda... barren (not just outside the fence, but inside too). I feel like I would've liked this a lot better if it was more focused, but as it is it feels like the size maybe got the better of it.

detail2014_killohurtz: I really like this. I'm probably a bit biased because I love beach themes and also pink on blue, but I think this has a lot of neat ideas and it's very enjoyable to explore. Each individual building looks really good - those little caravan things and the café are both pretty creative. As for the nature it's mostly good, but the water texture scale is very low, the sea is weirdly black on the horizon, and the waterfall is glitchy (the vapor disappears sometimes). I also really miss some sounds of the sea or the wind, maybe seagulls too. So I'm not totally sold, but it's close.

detail2014_tmp: This sure is a closet.

detail2014_ynders: This is a pretty fun map to run through, what with all the dynamic stuff. I think you made really good use of existing and new TF2 props to make a pretty nice space base. I'm pretty adamant about not being a fan of the space theme in TF2, and I don't know how much I like the silly dynamic player models here and there, but I can't deny that the actual space base part of it is very nice for what it is.

detail2014_cubemap: I like the ideas - I always appreciate something that looks very classic TF2. It's just that it's kinda lacking in execution, with some strange texture work, not-really-believable structures and some very flat displacements outside. I think this one could be good with more polish.

detail2014_aly: The ship itself is really nice and I like the overall idea, but I'm missing something that sells this as a TF2 map environment rather than just "some place". But for me the main problem comes from the issue that TF2 maps generally run into with bare, uninterrupted rock faces - they're just not possible to make look good, in my opinion. You made a good try but I don't think it saves it from looking weird thanks to the low detail textures and smooth nature of displacements.

detail2014_tech: There's not much here, but the ducks on the fire give me the feeling it's not that much of a serious entry anyway. Not much to say really.

detail2014_drsasha: Fairly solid overall, but there are some things that bother me. There's a lot of intermingling BLU and RED textures/props and building styles and it's hard to tell what this place is supposed to be. I'm also bothered by the buildings merged into the rockwalls. I like the light snow/fog aesthetic (I love the train disappearing into the fog), but it's kind of hampered by the fact that it's snowing inside, and the smoke in the skybox doesn't fit the fog color.

detail2014_taka: Wow, this is impressive in that it's so huge yet it feels like all the space is well accounted for. I love that it really feels like a TF2 map through and through. The use of foliage is impressive to make the outside look very unique, and the base itself looks excellent. The soundscape contributes to making this feel like one of the most complete and solid entries I've seen so far.

detail2014_plipplop: Well, color me impressed. This is the first time I've seen a castle theme executed really well in TF2, not to mention the organic nature of this map is something I seldom see in Source engine stuff. The only thing I'm conflicted about is how strong the fog is - it certainly helps give the map a very strong atmosphere, but it makes some of the inside sections almost impossible to see in. Still, I don't think I can pass up a vote on this.

detail2014_JohnRavenEye: I see the basis of something interesting here - I really like the mountain lab theme in general - but it falls short on the execution. A lot of dubious structures, models that don't quite look like they're in the right place, untextured faces and some weirdly yellow lighting. Basically, I think more polish would've benefitted this.

detail2014_Alex76: This does a really good job of applying a city theme to TF2. Lots of fun to walk around and explore; I'd love to see this in a real map. Sorely missing a soundscape - I think that'd be essential in a scene like this since cities are never quiet, so I'm not 100% sold. But pretty close.

In the end I'm voting for:
- Taka
- Alex76
- killohurtz
- PlipPlop
- Theof114
- Waffledoctor
- Ynders

I kinda wish there was a points-based voting system because there are some other maps I wanna give some kudos, but hopefully those little blurbs will suffice to do that where appropriate.
 
Last edited:

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Feedback, no matter good nor bad, is praise for your work. That means people care enough to say *something.* There are exceptions to this, of course but generally the fact that someone gives feedback, or cares enough to say something, means that ... it's worth it.

And yea, the voting system is like that. In the game industry, first impressions are just about everything.

Except in this case, if you leave feedback, you're leaving feedback on everyone's entry.
So, A- You almost brought me back to: "damn, I suck" and B- I meant the feedback that I was getting had more positive than negative.
 

Egan

aa
Feb 14, 2010
1,375
1,721
alex76:
-The style of the map is very unique, it's fun to imagine the things that might go on here.
-The under-areas of the map are really cool, I like the style all-together.
-I like the idea of the industrial english-speaking blue being fenced off from the slumish area which takes up the majority of the map. However the transition from the two areas is not great; the pylons are pretty thick and look awkward (you could have sized them down in modelscale maybe), if this new road was built at the edge of a slum I would expect a more harsh transition instead of the smooth & clean unbroken road->walk area (was a chainlink fence all it took to secure order between the two areas so that neither were affected by each other?).
-You used the space well. Seeing as you used a 3dskybox to add length to the water you could have done something similar for some of the port-buildings which look thin and unnatural.
-No soundscapes at all?

aly:
-It's a cool idea and the environmental aspect of it is well done.
-I expect to see more scattered beer bottles when dealing with pirate coves.
-The hold of the ship is filled with water!
-The lighting in the cave and on the assorted crates was cool.
-While you do have your world displacements sewing correctly to your 3dskybox displacements, because the 3dskybox displacements invade world space it makes some weird water-artificating stuff happen. Also the jump in lighting is a bit noticeable. Also it looks like the two water planes do not share the same env_cubemap.
-I know it's not part of the judging but the clipping was annoying.

cubemap:
-The starting area's concrete is very clean, especially under the stairs which gets a focal-lighting treatment.
-The edges of the main room feel very empty, you could have used more support beams or messed them up a bit at least so they aren't so clean.
-Good sounds and detail on the turbine things.
-Including the outside area was really cool, I like the good change in scenery.
-I don't know of many water-proof computer terminals, I'm not sure so many of them would occupy this space near the water turbines. Also the ones on the side of the room on the metal grate probably wouldn't be located there - not on a metal grate. could have supported that floor as just solid metal to make it look more sturdy.
-The assorted colours of lights behind the turbines are hard to tell at first glace, maybe using the 'color' renderfx to tinge the colour of the object entirely might have made it more distinguished.
-Outside displacement cliff walls were a little chunky, and you perhaps could have used some fake lights/blocklight to emulate good sky transition through the skybox->world walls.

drsascha:
-Cool feeling with the snow and general sense of the area. Good scale.
-Some cool small details - the overlapping tire tracks, the kicked-in-sideways pylon next to the trucks. Makes it feel lived-in and natural.
-Some really cool building geometry in the corner of the area, unique stuff.
-Those large windows are probably a little too large for the building faces, probably could have made them prop_dynamic and did a modelscale on them to shrink their size a bit.
-Why does the low sewer exist? Why would you want drain things into a room with just a door and some pipes/valves - should lead the drained stuff somewhere.
-Not sure it makes sense to broadcast/receive messages from a point below taller surrounding structures.
-The building with the half-broken slanted metal roof's front porch doesn't have much purpose, probably could have put tools like they were repairing the metal roof sheets, or some cans of oil or something.
-I like the repeaty storage sheds.

fantasmos:
-The feeling of all the steam and mist, and the lighting off the rocks is really awesome. Lighting in general is very good.
-The giant cherry tree in the skybox is a cool idea.
-Good displacements, sounds, and idea of place.
-The candle on the lilypad is noticeably motionless next to the waterfall landing.
-The ridge-line in the skybox is very flat-topped, intentional?

hqdefault:
-I think it looks like a weathered and ruined TFC base, and if that's what it is you did a good job representing that. It could have been done better all around though.
-The ripped up ground doesn't make sense to me, but maybe it actually does make sense irl? To me, it looks like someone or something tore up half of the ground except around key components, and then cleaned up after themselves to get rid of the garbage, but like, why would they do that in such a place as this and leave the rest of the building let alone the rest of the ground?
-In general the ground looks way to clean; there's some staining but I except to see like leaves and smut blown in through the broken windows, or dust and dirt in the corners, sounds and signs of rats and animals taken shelter in the decaying base.
-Your displacements don't really match the skycards surrounding them, it looks noisey for the sake of noise. Although, you did an okay job on that displacement mountain/waterfall.
-Wish I could see more of the SD rocket platform because it's cool and monstrous but you hardly see it past the windows.
-It would have been cool had you included more sounds, like dripping of the water, or a dull hint of the waterfall outside, or again wildlife noises.
-It would have been cool had you implied more of a narrative to the situation. There's a ladder in the middle of the room suggesting someone came into the room to observe or tear apart at the middle columns, is that a robber? Is that someone who just rediscovered this base, turned the light on, and is checking for damage? If the latter you should imply that more like with a rope descending into the open hatch, or with a car nearby with the engine rumbling and murmurs outside from people inspecting.

idolon:
-Phenomenally excellent job on that mine. Reminds me of the interiors of that disneyland minecart ride. The load and transport area outside is also very good.
-The lack of things in the 3dskybox hurts because what you have is okay, but with only what you have it looks bad.
-The silence of no soundscapes is killing me, yet you do have some sounds in the map?!
-Of course missing polish on some otherwise empty rooms and corners and things, hinting at the obvious of how monumental of a task this map is - but what it could have been!

iiboharz:
-Cool floor, I'm guessing with water? I think I saw the same gamebanana map and tutorial. Although how did they get the floor this clean? Where is the cleaning supplies? Do they use some tech instrument to do it this well? Where is that hidden away at the moment then?
-With how important this place is, how high tech the equipment and the door seem to be, the windows protecting such an environment are seemingly weak and bad for such a role. I can't even tell there's glass there it's so non-tinted.
-Your HDR bloom is all over the place, should tone it down or decrease the difference in the max and min.
-The three middle thick important wires are cool, and interesting. The wires connecting the server sections that go around the rest of the room seem totally redudant for space, but I suppose do they have the real estate if they just wanted needless style. Should have done some more fancy tech surrounding the room in that circle balcony, like a tech pipeline with a revolving generator of sorts that makes a noise and it churns around the room.

iiboharz2:
-The bloom is hell on my eyes. If you're trying to give the impression that it's blisteringly hot outside, I'm pretty sure that doesn't look like this (unless you have references?).
-The outside state and missing boards of the building gives the impression its abandoned, but then the inside is still technical and functional but to no seemingly clear purpose. Also no lightswitches?
-Good use of sounds for the truck I suppose.
-Middle I feel could have been utilised for something at least, trash, or a small divot or hole, or tracks.
-Where did the shipping containers come from? If they're old and like part of the original colony structure - well still how did it get here? By truck? Over these massive hills surrounding the area? By helicopter? In the middle of nowhere? By train? Where are the train tracks..?

johnraveneye:
-I can tell this is one of your first maps because you're using a lot of rookie-habits and things. For starters, watch Crash's video of hints here: https://www.youtube.com/watch?v=Rzz14Fu_lGc
-For one of your first cracks at hammer, this is a pretty good show; a lot of the basics are here and good.
-The metal door attached to the garage door thing looks like it'd be really heavy, and would require additionally detailed attachments or power, or treads, or something to lift.
-Not every overlay needs to be rotated! Or at least not as extreme as this!
-That red boiler room outside in the cage is extremely cramped and unnatural-looking. The window could have been made a bit better with a metal frame or a different grate texture entirely. Also the light inside is plainly white and has no source.
-Making the displacement ground outside connect to areas better could have made the area more interesting, like creeping the ground up as it comes nearer to buildings or rocks slightly, or adding junk in the corners of the fences to make it feel lived in.

killohurtz:
-The main building design is pretty interesting, and overall the buildings and area is unique and feels good and different.
-The lighting and skybox on its own looks cool, but I feel like in comparison to how relaxed and happy this area could be what with the basics-of-a-resort, and the orange tiled walls in the chair-stocked restaurant, it looks almost depressing how blue and purple you've pushed it. Almost like you just used color correction. Reminds me of the xbox game 'I-Ninja'; a clash of styles.
-No cubemaps or soundscapes hurt the overall feeling. With cubemaps you could have made the transition between world and skybox water better.
-The cookery and supported side rooms on stilts could use more chimneys and outputs of greasy fuel lines dripping into the scenic water for comedic effect.
-The boat house outside on the water looks not weather at all and weirdly so, otherwise cool idea.
-No source for the waterfall looks odd, unless it's like an underwater geyser but maybe you could have mentioned that on signs and shit, like as if that's what people would come to this place to see - in the middle of the ocean?

lampenpam:
-I can tell it's like a mystical wizard's observatory, almost other-worldy. But to be honest that's where the interesting stops. Maybe you could have let use explore more of a building or a go through a teleporter wormhole to his lab, and see through the lens into the sky, or something of that sort.
-The repeaty and non-bumped water texture is ugly and looks like electrified plasma of sorts.
-The cliff walls are kinda boring all around, don't be afraid to drastically change the look of something with extremes (I mean, it's already a new detail theme yes but what's with the rest of things being simple?).

pliplop:
-Should add a constraint onto that windy snow particle, it's going through everything.
-The lower outside bit is well done, and the idea overall is pretty alright. It reminds me a tiny bit of castle dracula in the movie Vanhelsing (people say its a bad movie, but you should definitely watch it if you haven't).
-The interiors and remnants of the castle are really cool and interesting and well done, but of course could use more polish and smut in the corners.
-Got some weird light bugs going on on some rocks here. One looks green, and another higher up looks red-tinted.

prettyboy:
-I can't tell if this type of place exists anywhere. Why does the sign say sea side if we're not next to the sea? Why do the stones at the bottom look so weathered and used under a roof? Just odd choices of details in general.
-It almost, a little bit, seems like it's random. But it doesn't make much sense to me.
-For what it's worth, the dark wall with the cool white lighting seemed okay, and decent. Almost as if it was your starting point.

taka:
-From what I can tell it's a fuel depot base thing somewhere in foresty mountains with a river and a train crossing in the center. But what is the top area for? It's got storage and a kitchen, what is it for? Is that more fuel? Is that where they store fuel? Does it store something else? Is that the living area? It's got a kitchen stove thing but no chairs or anything else making it seem like a liveable place.. There's a tent up here so maybe..
-The transition on land with the fence from world to skybox is okay, does a decent job to portray the map position, but the basic prop rock mountains in every direction are a little drab.
-You show the necessities of a base, you've got the spytech, the fuel, the working area, the garage for the transport, the transport - even in multiple fashions in a decently detailed area. But I feel like you could really expand on the narrative driving this mountain fuel depot location because at the moment it's not gripping my attention and making me interested in exploring it. There are lots of hazardous waste barrels around this fuel depot area.. Is this fuel coming from something harmful and blue is turning it into fuel? Is that the waste product coming off of some harbourous machine in the back room? Or in general what is it for? Why are so many trains passing through this area? Why is a tent in the area - is this a temporary living space or a shanty town living space for only a few people?
-I'm glad you have a soundscape entity at least somewhere so it wasn't entirely quiet in the map, but I had to search for it and so it was at least annoying at first.
-Make sure all your water is on the same cubemap so it doesn't get different reflections along its surface.

tech:
-It's difficult to enter into this work because of how the sublime beauty of the negative space endangers the devious simplicity of the larger carcass. I'm surprised that no one's mentioned yet that the reductive quality of the Egyptian motifs notates the eloquence of these pieces.
-You didn't align your world water and skybox water, at the very least man.

theof114:
-The detail is good throughout the area which holds the idea of the cold shifted storage and transport and shipping base in hand or whatever the heck it is.
-The smaller building, the bridge connecting it, and the small details outside are all well done and look good.
-The windy snow particles clipping through the building look bad since its in my face when i look in this building's direction.
-In one room of the base you have some shipping trucks and containers and things as if its the shipping room, and you have the connectors leading to the other major room, but no clear idea of what the other room is for. It's not necessary I suppose, it's vague enough I suppose that could be it's use - that it has lots of uses. It has an elevator exit so clearly the base goes lower and this must be the main entrance or something, but I don't actually get its purpose.

tmp:
-Surprisingly good lighting, but I suppose its all like 1 lightmap scale lol.
-Kinda weird that there's boards on the inside of the closet door.
-As an advocate of the Big Mac Aesthetic, I feel that the iconicity of the purity of line makes resonant the distinctive formal juxtapositions.

waffledoctor:
-Whatever the place is, it looks cool, although the area feels still a little boxy, like the cliffs are in the shape of a box around me in the area.
-Very cool tech implementation. I like that its all hidden behind old servers, good stuff. In general this detail looks cool. Good vibrant lights (although maybe not totally intentional..).
-It feels like your hdr cubemaps are not built because the reflective props are super bright.
-water in tf2 looks bad at this scale, should turn it up a bit so it's less repeat-y.
-Why is there a power line holder out there in the middle of the water with no connected power lines? Is it some radio tower? Put like a blinking red sprite on it if so cause I have no idea what it is!! Especially cause like, you include a lighthouse to make sure ships don't hit the cliff here, but then you don't have any indication for those poor sea captains that there's a hard rock just farther out even.

ynders:
-Lots of really cool ideas everywhere, probably not fit for map gameplay but its fun to explore so whatever.
-That floating ship darts back to its starting position in a bad animation, probably could have like killed it and respawned it instead of just looping the animation all buggy like that.
-I didn't understand how each area connected to each other until I flew out in noclip mode and saw that half of it was a connected rocket to a little base, which made it all feel even cooler. You should have incorporated this view into it somehow, or gave more indication on what was going on with signs and status things.
-These massive staircases and things probably aren't a good use of space on such a space station as this, but it's cool I guess anyway.