The 2015 Summer 72hr Mapping Contest! VOTING PHASE ONE

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Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
xV0oNxJ.png

The 2015 Summer 72hr Mapping Contest!
Announcement Thread | Upload Thread | Voting Phase One | Voting Phase Two | Results Thread

VOTING PHASE ONE

It's time to vote! This year we got a whopping 67 entries. That's a lot of maps! To help you figure out which maps you like and which ones you don't, the voting process this year is a lot more organized.

The actual voting procedure for this contest is split into two phases, the first of which is the preliminary voting. In this phase, your task as a voter is pretty simple! You can vote for as many maps as you like, and each vote counts for one point. Just make a post in this thread and list every map that you like. You can edit your post as many times as you like until this thread closes.

Please note that your votes should be based mainly on how much you enjoy the map, not how good the detailing is. A nice looking map is inherently going to be more fun to play on, but try not to base your votes just on how pretty the maps are.

To make sure that you're not just voting for a friend, you're required to vote for at least five maps.

Doktor Richter has provided this spreadsheet to help you keep track of what maps you've played. You're not required to use it, but it may help you stay organized!

FINALISTS

The top 10 maps from this round will enter the second phase of voting, which will feature a more in depth testing and scoring process. The winners of the second phase will be the winners of the contest overall. If your map does not make it into the second phase, you are free to start releasing new versions of your map without penalty.

In the event of a tie for 10th place, all of the tied maps will become finalists.

The second phase may also feature official contest judges. If you would like to be an official judge, and also agree to forfeit your ability to win the contest, contact me with an application.

SCHEDULING

This contest has a schedule for map testing! Two tests will be held every Monday, Wednesday, and Friday for the next few weeks (one EU, and one US). Each test will feature 6 maps, with 20 minutes of play time for each.

Note: The last week has been changed to run on a Monday, Tuesday, Wednesday format.

The servers' default rotation will be set to the entire entry pool, so impromptus for any map in the contest can be run at any time. However, I recommend focusing on a week's particular set of maps at a time - it will make your life a lot easier.

EU tests will be held at 8 PM GMT, and US tests will be held at 1 AM GMT. In your timezone:
Time converter at worldtimebuddy.com
Time converter at worldtimebuddy.com

The schedule:
Week 1:

Wed EU, Fri US:
ctf_14bit_72_a6
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5
cp_frostgale_b1

Wed US, Fri EU:
cp_mom_72_a1
tc_valleyhamlet_72_a2c
koth_powerplant_72
ctf_intersect_72_a6
cp_blandsjapan_72_a4

Week 2:

Mon EU, Wed US:
cp_trotim4_72_a2
pl_tornadoom_s2_72_a3
cp_snowlodge_72_b4
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a
koth_crop_72_a4

Wed EU, Fri US:
cp_tidewater_72
cp_suomimies55_72_a4
koth_ra_72_a1
koth_cloudtop_72_b2
ctf_contour_72_a3
cp_woolfe_72_a1a

Fri EU, Mon US:
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr

Week 3:

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3
cp_echo_72
cp_gunfight_72_a5
cp_ace72_a3

Wed EU, Fri US:
koth_egan_72_a5_fix1
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6

Fri EU, Mon US:
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1
koth_altwine_72_a1
pl_cargo_72_b1
koth_pughead_72_b1
cp_duststroll_72_a3

Week 4:

Mon EU, Tues US:
cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3

Tues EU, Wed US:
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
tc_sinkhole_72_b2
plr_gravelroof_72hr_a1
cp_mayan_72_v5_1
koth_safari_72_a1

Wed EU, Mon US:
cp_kalt_72_b3
cp_rocktown_72
cp_estuary_72_a2a
cp_timber_72_a2
koth_turf_72_b3

A Google Calendar of the schedule for your convenience. The times on this calendar are in CST.

DOWNLOAD

Here is a download of every single map in the contest, courtesy of Geit.

I hope you enjoyed challenging yourself and learned something new from this contest; good luck to all entrants!
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
In spoilers for your collective convenience. Color is maps i've played at least once, and i might change my mind on replaying:
Wed EU, Fri US:
ctf_14bit_72_a6
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5
cp_sakura_hill_72c
cp_frostgale_b1 - NO Some cool ideas here, but ultimately let down by some mistakes - it's very big and flat and open, so ends up quite spammy. Definite skill here, though - keep at it!

Wed US, Fri EU:
cp_mom_72_a1 - YES - fun, cool idea executed pretty okay, not my choice for winner but solid
tc_valleyhamlet_72_a2c - YES - again, pretty okay but not the best, a bit open maybe though in some places it works
koth_powerplant_72 - NO too small inside - just boring corridors - and a big flat box outside
pl_geit_72_a1 - NO - waaay too cramped: cool gamemode, bad execution
ctf_intersect_72_a6 - NO - massive and complicated, i cant find either teams intel and keep getting shot from beind. you've put a lot of effort into this, and it's very creative, but it needs to be made far "calmer" and less complex
cp_blandsjapan_72_a4 - YES this is kind of only just a yes but theres definite skill here, i like second, last is interesting, but mid is disappointingly badlands
Week 2:

Mon EU, Wed US:

cp_trotim4_72_a2
pl_tornadoom_s2_72_a3
cp_snowlodge_72_b4
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a
koth_crop_72_a4

Wed EU, Fri US:
cp_tidewater_72
cp_suomimies55_72_a4
koth_ra_72_a1
koth_cloudtop_72_b2
ctf_contour_72_a3
cp_woolfe_72_a1a

Fri EU, Mon US:
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr

Week 3:

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3
cp_echo_72
cp_gunfight_72_a5 - MY MAP, SO YES DUH
cp_ace72_a2

Wed EU, Fri US:
koth_egan_72_a5
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6

Fri EU, Mon US:
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1
koth_altwine_72_a1
pl_cargo_72_b1
koth_pughead_72_b1
cp_duststroll_72_a3

Week 4:

Mon EU, Wed US:

cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3

Wed EU, Fri US:
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
tc_sinkhole_72_b2
plr_gravelroof_72hr_a1
cp_mayan_72_v5_1
koth_safari_72_a1

Fri EU, Mon US:
cp_kalt_72_b3
koth_nonameyet_72_b1
cp_rocktown_72
cp_estuary_72_a2
cp_timber_72_a2
koth_turf_72_b3
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
Final yes votes:

cp_gunfight_72_a5
cp_mom_72_a1
cp_overgrown_b3
cp_snowlodge_72_b4
cp_tidewater_72
ctf_14bit_72_a6
ctf_contour_72_a3
koth_cloudtop_72_b2
koth_pughead_72_b1
pl_zippycewpew_72_a6
 
Last edited:

seth

aa
May 31, 2013
1,019
851
I'd love to vote, but sadly my internet has been so bad lately I can't even download the maps, much less play them online.

Good luck to all the entrants and happy voting to the rest of you! Remember to take your time and be thorough as you vote.
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
Out of all the maps i played (which is most of them). I just found them to be the only ones i particularly enjoyed.

arena_maccyf_72_b4 (obviously)
cp_nixonsummer2015_72_a4
ctf_14bit_72_a6
cp_tidewater_72
cp_jess
koth_pughead_72_b1
cp_snowlodge_72_b4


Just to add, cp_tidewater was my favorite map entered into the contest.
 
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Joey

L1: Registered
Nov 17, 2014
26
38
Using swordfish's style of voting. I will provide a reason why or why I didnt vote for every map. Also, these will change as I play more. These are just first impressions on the ones I haven't played much. Also dont take my critisism too seriously because my map isnt much better than really any of these, so, yeah. Too many good maps to vote for just a few :(
Week 1:

Wed EU, Fri US:
ctf_14bit_72_a6 - NO
Nice map, except for the doors that open when you pick up intel. It makes it far too easy to cap, and results in quick games. It may work the other way, where you get the intel easily and then the doors close and you have to fight through their base to get out? All I know is this doesnt seem balanced as is
cp_nixonsummer2015_72_a4 - YES
Nice map, could have made the paths to B more obvious though.
cp_peasant_72_a4 - NO
I really hate to say I did not enjoy this map.But I didnt. It was kind of overscaled and had too much on screen for me to focus on what was going on yet it also felt too open in areas.
koth_waterock_72 -
cp_kubeking_72_a5 - YES
Some good ideas for the theme, could have been executed better. Although very nice overall
cp_sakura_hill_72c - TF2 crashes when I try to load :(
cp_frostgale_b1 -

Wed US, Fri EU:
cp_mom_72_a1 - YES
Very cool ideas, executed well. What else is there to say
tc_valleyhamlet_72_a2c -
koth_powerplant_72 -
ctf_intersect_72_a6 - NO
I spent 10+ minutes trying to find the intel without having either a scout or sniper behind me. Make it easier to find the intel, and make it less corridory/sightliney
cp_blandsjapan_72_a4 - NO
toughie. Last seemed too big and generally boring, second was great; it was honostly my favorite part of the map. But mid was, well, unorigional to say the least. I have to give this one a no. Just barely though

Week 2:

Mon EU, Wed US:
cp_trotim4_72_a2 - NO
Good map, but the trek from first to last seemed very long, and it felt like the pickups were placed randomly without thought. I give it a hesitant no
pl_tornadoom_s2_72_a3 -
cp_snowlodge_72_b4 - YES
Cool theme in a very well put together map
arena_scamper_72_a1 - NO
Interesting idea. A lot of effort was put into this, although it has a very wierd layout with a very open spawn area, the skybox wasnt packed correctly as well as some other assetts. And you get hurt for sitting in a tree, which I dont get. This map lacks a lot of polish and balance, although has a cool theme.
pl_spacebase_nioxed72_b3a
koth_crop_72_a4 - NO
Sort of too simple of a layout if that makes sense, not much to do on the map. Other than that its decent, not good enough to take my vote though

Wed EU, Fri US:
cp_tidewater_72 - YES
Great map, one of my favorites visually as well as gameplay wise
cp_suomimies55_72_a4 - YES
Interesting layout with a cool last and well designed mid
koth_ra_72_a1
koth_cloudtop_72_b2 - YES
Good layout/design, great theme. Cant say too much else about this one
ctf_contour_72_a3 - YES
Awesome map. Great gamemode, its like the good version of SD. Strong layout as well. Cant ask for more
cp_woolfe_72_a1a - NO
Blinding white textures, too open. Can't give this one a yes. sorry iibo

Fri EU, Mon US:
koth_basin_72_a5 - YES
Sightline/hidinginbush heavy map. But the theme. Oh my god the theme and visuals are fantastic. I had to give this one a yes because of how pretty/atmospheric it was
cp_banana_72_a5 - YES
Ok this one was a toughie. It had some layout flaws such as a route making other routes completely useless, didn't have much detail (which I shouldn't care about but I kind of do) and last seemed uncreative. However, besides those I really enjoyed the way mid was designed, as well as the actual area of second. Due to how much I liked mid and the transition to second, I give this one a yes (barely).
cp_track_point_72_final1 - NO
Interesting last, mid building looked exactly like gorge. Also had some CRAZY sightlines, mid was very open
pl_way_72_b1 - YES
Best map by far, no flaws whatsoever, it is the greatest map of all time.
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr - NO
Very big open areas. Interesting last tbh, although the other areas are all flat and have very little interest. Also has some insanely dark areas

Week 3:

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3 - YES
Very very cool theme and geometry, I thought it was overscaled until I played it. Actually had a blast on this one
cp_echo_72 - NO
Kind of overscaled, although it looks nice and last is really cool as well as a well designed area. But that doesnt outweigh the bad design/overscaling of mid
cp_gunfight_72_a5 - YES
Awesome mid, love the towny theme. The cieling in last and spawn are overscaled, although thats a detailing thing. I like it a lot, strong layout.
cp_ace72_a3 - YES
Very very nice map, strong layout yet somehow fit in the time to get some great details in. I'd watch out for this one

Wed EU, Fri US:
koth_egan_72_a5 - YES
Not sure how I feel about this. First of all, its a great map, good layout and nice details. But the gamemode im not sure about, it seems like it would encourage camping to stay alive rather than maybe sacraficing yourself for the good of your team (ie a push) but I havent played it enough to know for sure. Yes for now
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4 - YES
Very cool layout. Plays well. The opening garage doors after capping mid were confusing to me at first as I didnt notice them the first time until they were opened, and the next round went to go through them and they wouldnt open. Maybe put the no entry texture on them when they arent open
pl_zippycewpew_72_a6

Fri EU, Mon US:
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1
koth_altwine_72_a1 - NO
This would be a great map if it didnt have blinding bloom and you toned down the scale a bit. Keep at it, I like the layout regardless
pl_cargo_72_b1
koth_pughead_72_b1
cp_duststroll_72_a3 - NO
First is very close to blue spawn, although I like the design of first. Second has some very wierd paths leading into it, and there are some paths that have really no benefit of taking them. Cool map, but sadly I have to say no

Week 4:

Mon EU, Wed US:
cp_zespice15_72_a1 - NO
Not confusing to get to the points, but confusing to know where you are if that makes sense. Also last seemed like a box.
koth_transpose_72_a3
cp_cowcanyon_72 - NO
Very overscaled, big map for snipers. Has some really nice detail though. Mid is basically a straight path with buildings on the side. Obviously a lot of effort went into this. Keep practicing, its looking good. However I have to give this one a no
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3 - NO
As much as I hate to say this, I sincerely did not enjoy playing on this map. Be it the minisentries hiding in EVERY SINGLE BUSH, the very sniper heavy sightlines, the very open interior area, or the train with seemingly no point in being there, sadly I have to give this a no. This map simply seemed like it had to many problems for the positives to outweigh them.

Wed EU, Fri US:
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
tc_sinkhole_72_b2
plr_gravelroof_72hr_a1
cp_mayan_72_v5_1
koth_safari_72_a1

Fri EU, Mon US:
cp_kalt_72_b3 - YES
Nice map, some parts are too open imo. Although I really ended up liking it, gj
koth_nonameyet_72_b1 -
cp_rocktown_72 - NO
Sightlines. You can see red spawn/B from blu spawn. And the only way to get to B is through a chokepoint which can easily stop a whole team with 3 well placed stickies.
cp_estuary_72_a2
cp_timber_72_a2 - YES
Spent a while thinking on this one. Last was litterally snakewater, and there were some really dark areas of the map. HOWEVER, other than that the map had a very good layout. So, yeah.
koth_turf_72_b3

I will add more feedback/verdicts as I play more maps
 
Last edited:

Not active

there's a skeleton inside you right now.
Apr 26, 2014
9
275
Will be going to add more once i play more of them.

Week 1:

Wed EU, Fri US:
ctf_14bit_72_a6
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5 yes: The layout feels pretty good. Maybe the middle area could use some love tho.
cp_frostgale_b1

Wed US, Fri EU:
cp_mom_72_a1
tc_valleyhamlet_72_a2c
koth_powerplant_72 No: Mid is way too open. Map feels very small.
ctf_intersect_72_a6 No: Map feels confusing and cramped.
cp_blandsjapan_72_a4

Week 2:

Mon EU, Wed US:
cp_trotim4_72_a2
pl_tornadoom_s2_72_a3
cp_snowlodge_72_b4
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a
koth_crop_72_a4

Wed EU, Fri US:
cp_tidewater_72
cp_suomimies55_72_a4 Yes
koth_ra_72_a1 No: Way too bright. The map feels huge. The middle area is a sniper paradise.
koth_cloudtop_72_b2
ctf_contour_72_a3
cp_woolfe_72_a1a

Fri EU, Mon US:
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr

Week 3:

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3
cp_echo_72
cp_gunfight_72_a5
cp_ace72_a3

Wed EU, Fri US:
koth_egan_72_a5
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6

Fri EU, Mon US:
koth_turbulence_72_a1 No: It's hard to navigate. There is also huge sightlines.
koth_slaughterhouse_72_rc1
koth_altwine_72_a1
pl_cargo_72_b1
koth_pughead_72_b1
cp_duststroll_72_a3

Week 4:

Mon EU, Wed US:
cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3

Wed EU, Fri US:
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
tc_sinkhole_72_b2
plr_gravelroof_72hr_a1
cp_mayan_72_v5_1
koth_safari_72_a1 No: There's no good covers at mid. Tree models are not solid. Once you get under the capture point building, you will going to have hardtimes getting back up.

Fri EU, Mon US:
cp_kalt_72_b3
koth_nonameyet_72_b1
cp_rocktown_72
cp_estuary_72_a2
cp_timber_72_a2
koth_turf_72_b3
 
Last edited:

~curlysnail

L69: Deviant Member
Nov 17, 2014
69
54
koth_ra_72_a1 No: Way too bright. The map feels huge.

Gah, I'm so annoyed at myself that I jumped on posting my map before fully looking at everything. I've been tweaking my map and it took about half an hour to fix most issues. I'd need like 1 hour to make the map 100% better ;-;

Oh well, is a good learning experience, I'm just happy people played something I made.
 

phi

aa
Nov 6, 2011
832
1,815
I've played every map. Not gunna use the whole list thing because I don't have the energy, so the maps I'm voting for so far are:

cp_jess72_a4
cp_mom_72_a1
cp_overgrown_b3
cp_peasant_72_a4
koth_cloudtop_72_b2
koth_pughead_72_b1
pl_tornadoom_s2_72_a3
pl_zippycewpew_72_a6

If voting for your own map is allowed (like I see others giving yes's to their own maps) then mine is cp_snowlodge_72_b4, but that won't count as part of my main list.
 
Last edited:

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Final votes. I was busy during the last week of testing, so I didn't quite get to all of the maps.

Yes votes:

cp_blandsjapan_72_a4 - Outdoors areas are fun, but everything beyond second point needs work.
cp_overgrown_b3 - Solid map, although it was a little too easy for Red to hold down the train and A-B connectors.
ctf_contour_72_a3 - Hell yah
koth_cloudtop_72_b2 - Had fun playing this one. Neat setting, and the point changes hands often.
cp_mom_72_a1 - I like the concept, but the layout and/or game mechanics needs a lot of work. Promising.
cp_snowlodge_72_b4 - This was only a close yes for me. Detailing is much stronger than the gameplay. First point has some good ideas that simply need polishing.
cp_tidewater_72 - Looks great. Middle point is a blast to fight on, but the layout feels more like a KotH map.
koth_slaughterhouse_72_rc1 - I love the attention to detail in this one. It plays well, albeit with some sightline problems across the point.
ctf_14bit_72_a6 - Map is fun to navigate, and the intel room doors present an interesting change of pace when the intel is out.
koth_pughead_72_b1 - Visibility from the point feels very limited, but that's really my only complaint.
cp_suomimies55_72_a4 - Layout has good flow overall. A few flanks could be simplified.
rd_wormatty_72_a1
cp_jess72_a4
cp_timber_72_a2
tc_sinkhole_72_b2
cp_banana_72_a5
cp_ace72_a2
pl_tornadoom_s2_72_a3

No votes:

cp_nixonsummer2015_72_a4 - Inconsistent clipping above fences + buildings. Too much ground to cover to reach B.
cp_peasant_72_a4 - Walk distances between points vary a lot, conflicting themes are a bit distracting
koth_waterock_72 - Map is tiny + flat and it's impossible to ID team colors on the point. Not much else to say.
cp_cowcanyon_72 - I like mid, but second and last aren't fun to attack. Respawn times are absurdly long
cp_kubeking_72_a5 - Mid is very open and spammable. Difficult to push back out.
cp_sakura_hill_72c - I got lost a lot. Map feels excessively big.
cp_frostgale_b1 - Sightlines are insane, everything is flat
tc_valleyhamlet_72_a2c - Many of the areas were so huge, I felt pressured to play demoknight just to keep up with the action
koth_powerplant_72 - Mid feels uninspired. Bad door logic.
ctf_intersect_72_a6 - Overscaled + has little direction.
pl_spacebase_nioxed72_b3a - Difficult to hold down a defense after A until the cart reaches the final point.
cp_woolfe_72_a1a - First stage offers few attack options, second stage is massive
pl_displacement_a1_72
pl_zippycewpew_72_a6 - First area is far too open, attacking last feels like pushing into a wall sometimes
cp_duststroll_72_a3
cp_trotim4_72_a2 - Bad choke after A. B seemed easy to defend
cp_garden_72_a3 - Amazing brushwork, but doesn't translate to a good layout. Second in particular is a pain to attack.
arena_scamper_72_a1 - Not a fan of the cars, their warning isn't clear enough and results in frustrating deaths
koth_crop_72_a4 - Flat. Point area is nothing more than propspam
koth_basin_72_a5 - Detailing is way overdone, fighting in tall plants is annoying, and the outer sections on the sides have little purpose
cp_track_point_72_final1 - Big sightlines, mid is too open
pl_way_72_b1 - Very small and spammy
koth_watertower_2 - Only access to the point is a height disadvantage. I expected access from the rooms right next to the point, but they only led to a sewer tunnel
cp_coelslaw_72hr_a2_withdetail_hdr - Blu spawn essentially has one exit. Huge, open hallways. Layout does not match gametype
plr_trestle_72 - Sniper heaven. Bases are too far from the end of the track to defend effectively
cp_gunfight_72_a5 - Mid is small and difficult to retake
cp_echo_72 - Mid feels exposed, last is directly in the line of sight from a spawn door
koth_hazzmando_72_b2
cp_rocktown_72 - Point design is lacking, and a few are in senseless locations. Blu can cap during setup in stage 3.
cp_zespice15_72_a1 - Easy to spawncamp. Fights turn into spam fests in the halls between mid and last.
koth_rocket_pit - Too much height advantage on the point, only two routes to attack it with no cover
sd_gremlin_a1 - No pickups
koth_transpose_72_a3 - Layout of mid is so simple that the only way to take the point is with force of numbers
cp_kalt_72_b3 - Overall okay map, nothing stood out. Pacing needs work
koth_turf_72_b3 - Small map. Too easy for enemies to waltz into your battlements, making it near impossible to hold there
cp_estuary_72_a2 - Mid is fun, but the rest of the layout doesn't flow well and there aren't enough flanks
plr_gravelroof_72hr_a1 - Frustrating cart collisions. Went entire rounds without seeing a single enemy.
cp_mayan_72_v5_1 - BIG
koth_safari_72_a1 - Overscaled, sightlines everywhere. Very easy to defend the point.

Unsure:

Not played:

pl_clocktower_a1_72
koth_ra_72_a1
koth_egan_72_a5
koth_turbulence_72_a1
koth_altwine_72_a1
pl_cargo_72_b1
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
koth_nonameyet_72_b1
 
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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
cp_jess72_a4 - YES
Very cool layout. Plays well. The opening garage doors after capping mid were confusing to me at first as I didnt notice them the first time until they were opened, and the next round went to go through them and they wouldnt open. Maybe put the no entry texture on them when they arent open

You'll be pleased to hear that for the contest version I've since gotten rid of those doors, along with the shortcut itself. (Also, glad you like my map!)
 
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Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
My votes and reasoning. Will update as I play things and feel confident enough to vote for it.

Wed EU, Fri US:
ctf_14bit_72_a6 (YES) - Big fan of the concept behind the doors, decent execution.
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5
cp_frostgale_b1

Wed US, Fri EU:
cp_mom_72_a1 (YES) - There are some definite issues with the layout (primarily with going back up floors) but the concept was executed relatively well. I had fun to say the least.
tc_valleyhamlet_72_a2c
koth_powerplant_72
ctf_intersect_72_a6
cp_blandsjapan_72_a4 (NO) - I loathed pushing from last to second, I can't pin down what it is about this map but it felt uninspired in its brushwork and layout.

Mon EU, Wed US:
cp_trotim4_72_a2
pl_tornadoom_s2_72_a3 (YES) - That tornado is pretty cool, love the cow flying around; the layout felt enjoyable enough
cp_snowlodge_72_b4 (YES) - Fantastic brushwork, just a bit rough in how it played. Some tweaking and this is going to be a good map.
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a
koth_crop_72_a4

Wed EU, Fri US:
cp_tidewater_72
cp_suomimies55_72_a4 (YES) - The author ironed out issues and responded to criticisms well, the middle area looks and plays pretty solid, not bad all around
koth_ra_72_a1
koth_butttop_72_b2 (YES) - And you said you weren't going to make anything for the contest, ha. Simple but well executed theme, I thought the author did a good job.
ctf_contour_72_a3
cp_woolfe_72_a1a

Fri EU, Mon US:
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3 (YES) - This map looks great, that flat dev texture really did work. My only issue is how hard it is to tell what side you're on.
cp_echo_72
cp_gunfight_72_a5 (YES) - I had fun, just a bit rough around the edges. Interested to see what it turns into if continued.
cp_ace72_a3

Wed EU, Fri US:
koth_egan_72_a5
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6

Fri EU, Mon US:
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1 (YES) - Those hanging frozen cow corpse models are insane, fantastic job.
koth_altwine_72_a1
pl_cargo_72_b1
koth_pughead_72_b1 (YES) - Probably the strongest layout I've played thus far, superb job on this.
cp_duststroll_72_a3

Mon EU, Wed US:
cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3

Wed EU, Fri US:
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
tc_sinkhole_72_b2
plr_gravelroof_72hr_a1
cp_mayan_72_v5_1
koth_safari_72_a1

Fri EU, Mon US:
cp_kalt_72_b3 (NO) - This map wasn't bad, but I didn't enjoy it. Feels too open in a lot of wrong places.
koth_nonameyet_72_b1
cp_rocktown_72
cp_estuary_72_a2
cp_timber_72_a2
koth_turf_72_b3

Also should we be responding to the criticisms of people's votes in this thread? That's just asking to muck things up.
 
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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Also should we be responding to the criticisms of people's votes in this thread? That's just asking to muck things up.

I only did it because the criticism in question was from an early version of the map, i.e. not the version submitted for the contest.

Also: my votes so far.

cp_woolfe - YES
I understand that iiboharz couldn't work on her entry as much as she wanted to, for reasons out of her control. But despite that, this map was fairly enjoyable to play in. I will say though, the first stage is much stronger and better overall than the second stage, which was rather too flat and open and very hard to attack short of rushing it with an army of Heavies. Sorting out the spawn times and maybe pushing RED's spawns back a little ought to solve the latter issue fairly easily though, and while the final point isn't hugely fun to attack, it certainly looks pretty cool.

Also, I know iiboharz is remaking this map from scratch, free of time restraints (and most restraints in general, in fact), so I'm really looking forward to that!

pl_spacebase_nioxed - NO
Removing the Medieval Mode restrictions really improved this map, but it's still not a lot of fun to play in. The starting area has very little cover, and the rest of the map is a sequence of tight corridors with the occasional open-air section. There are also more opportunities to die of fall damage than in Upward, and on multiple occasions I've fallen into holes that don't look big enough to fit through. On one particular occasion I fell through a gap between two walkways that should by rights have been perfectly easy to traverse. The indoor deathpits are even worse, since they're less signposted and would be more accurately described as "death divets".

As for things I like about this map: the low-gravity sections were fun, if slightly disorienting. What would've been really cool is if there was a trigger on the very outskirts of the map which killed players and also gave them zero-gravity, so it's like their bodies are drifting off into space.

koth_waterock - NO
I'd have more to say about this map if I could bloody see anything. It's all so dark that I often have trouble telling who's on what team, particularly in the control point zone - and even if everything was well-lit, I still wouldn't be able to look at anything because I wouldn't be able to leave spawn. Each team only has one spawn exit that is at a height disadvantage to anyone camping it. Not fun.

On the bright side though (ha ha), the 3D skybox looks really quite nice. Pity it's only on one side of the map, the other being one big flat soulless concrete wall, but still.

cp_mom - NO
I really like the concept of this map, but the execution could've been done better. The whole map feels cramped and closed-in, and it's a little difficult getting from one level to another. Attacking A is also very difficult because of the sheer height disadvantage BLU has.

pl_zippycewpew - YES
Not much to say about this one... it's overall quite fun, although I'm not huge on that one long corridor leading to the second capture point.

rd_wormatty - YES
I never played Asteroid much because I could never figure out what the hell I was supposed to be doing, which is why I appreciate this map - it's pretty much Asteroid but 10x simpler. And ignoring that one door that sometimes doesn't open when it should, it's rather quite fun to play. Only issue I have with its layout is that the area in the middle is rather flat and boring. Also the full health kit should perhaps be bumped down into a medium health kit.

And hey, now I know how Robot Destruction works, and it's actually quite fun!

cp_overgrown - YES
Goddamn this map looks fantastic. It also plays well, although I have some qualms about the second point, particularly that it feels a bit small and cramped; and repeatedly hitting the trees while sticky-jumping (while I'm not being shot to pieces by the sentries hidden inside them) is not fun. I'm also not a fan of BLU's forward spawn, cos it only really covers one half of the map, leaving the other side (the side with the train!!) mostly unused, and it has a tendency to be easily camped - but that's nitpicking. Otherwise, solid effort.

plr_gravelroof - NO
Absolutely bugger-all ever happens in this map, because at no point does either team ever have to meet. Also the HUD is broken and I keep getting stuck in things, and to top it off, the spawn points are facing exactly the wrong direction.

Looks alright though.

cp_blandsjapan - NO
Protip: just because Suijin has a big ol' sightline going across the centre control point, doesn't mean you need to try and outdo it in your own Japan-themed map. (Alternate comparison: this map's mid is basically Badlands' mid but infinitely longer lengthways and with absolutely no cover on it whatsoever.) Also the last control point is really, really, really dull - it's a huge empty room with a small ammo pack in it. Nothing to look at, nothing to fight around, nothing.

Second point is alright though, and the detailing is rather lovely.

koth_powerplant - NO
Barely-functional spawndoors, enemies getting inside spawn, wonky stairs, massive stairs, huge open mid with a few props in it, etc etc.

Still, A for effort.

koth_overflow - YES
I really like the look of this map, and it plays well overall. My main issue with it is that it's lacking in close-quarters areas, so classes such as Heavy and Pyro are only really effective when they're standing about in those small buildings on either side of the point.

pl_clocktower - NO
I love the idea behind this, but the execution just wasn't quite good enough. Blue starts at a massive height disadvantage and very little breathing room, and after that the map is just a series of corridors and chokepoints, with no properly-established battle zones. And the final stage... good lord the final stage. It's something else entirely.

cp_rocktown - NO
Spawn points which can be very easily camped from every single angle, control points more or less right next to each other, control points immediately outside spawn exits, one particular control point that can literally only be reached by rocket/sticky jumpers, broken spawn doors, one stage in which it's entirely possible for Blue to leave spawn and capture all the control points during setup time, and so on and so on and so on...

koth_turf - NO
This one is so almost good, but it's let down by some glaring faults that really turn me off of this map; namely the fact that the control point zone is very open and lacks cover, making Heavies rather ineffective - and in contrast, the indoor areas are incredibly cramped, making the Heavy more useful I guess, but guarding single, easily spammable pathways is not really the most effective way to hold the point, especially with two alternate routes going past them.

It also feels like the spawns are very close together, particularly when taking the one-way door that isn't at all obvious it's a one-way door until it's closed behind you.

The detailing is nice, and I feel with some tweaks this could be a really fun map to play on, but for now I must sadly give it a big red no.

cp_timber - YES
This one just about gets a yes from me. Despite the fact that it's a little dark in places and some routes have a tendency to send me the wrong way, it still manages to be a fairly solid map that's rather enjoyable. Not much else to say about this one, except that maybe the final control point could be a little less bare and flat.

koth_mangoe - NO
Have you ever hopped onto a trade server with a really stupid name, only to be greeted not by trade_plaza but by a map called "cp_walmart", one half of which being a car park and the other half being a massive building with copy-pasted shelves in rows inside it? I have, and it was simultaneously an atrocious mess and a thing of beauty, kind of like Plan 9 From Outer Space.

This map evokes that experience, except here I was trying to play seriously. There was no beauty in that. Only atrocity.

arena_maccyf - NO
This one's another almost-yes, but it's let down by the fact that it's absolutely titchy. There's little to no breathing room anywhere; Soldiers and Demomen dominate the map and Snipers are next to useless. That said though, if this map were, say, twice its size, I reckon it'd be a great arena map. Also I love the detailing.

cp_kalt - NO
This is an awfully unbalanced map overall. In my experience, Blue team has fairly reliably steamrolled through A, B and C, but then came to a screeching kalt halt when it came to attacking D. Also the sightlines going straight into Blue's starting spawn are atrocious, and the snow texture you've used looks more like slightly melted ice cream (which, frankly, I'm not entirely against).

koth_egan - YES
Despite its openness in some areas, this map is great for both looking at and playing on. Also, kudos to you for using the underserved Hydro theme! That said, the gimmick in this map (the team who owns the point has two seconds added to their countdown clock whenever someone on that team dies) ultimately doesn't add anything new to the table. I guess the idea is that it gives the losing team a chance, but I've found that it doesn't give them much of a chance at all. It just makes the round about eight seconds longer. May as well just make it a regular koth map.

cp_jess72 - YES
Amazing in every single way.

The rest of the maps I either haven't played at all or haven't played enough to have a strong opinion on. Also cp_sakura_hill dooms my game to an infinite loading screen so I can't vote at all on it.
 
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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I'll join the bandwagon and do it like this.

Week 1:

Wed EU, Fri US:
ctf_14bit_72_a6
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5
cp_frostgale_b1

Wed US, Fri EU:
cp_mom_72_a1 - YES - Cool concept, pretty fun to play, although attacking can be next to impossible at times.
tc_valleyhamlet_72_a2c - YES - Actually fun medieval map, Turbo is the future of this gamemode.
koth_powerplant_72
ctf_intersect_72_a6 - NO - Overscaled, mazelike, cramped indoors. Mid is two different hallways.
cp_blandsjapan_72_a4 - NO - Mid more badlands than badlands. Plays decent around mid, but map gets worse further you go into enemy base. Last point is incredibly boring.

Week 2:

Mon EU, Wed US:
cp_trotim4_72_a2
pl_tornadoom_s2_72_a3
cp_snowlodge_72_b4 - YES - Looks good, plays well. Contest winner in my eyes.
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a - NO - Doesn't work without medieval mode and doesn't really work with it either.
koth_crop_72_a4

Wed EU, Fri US:
cp_tidewater_72 - NO - Looks good, has a lot of fun elements, but stalemates like a motherfucker.
cp_suomimies55_72_a4
koth_ra_72_a1
koth_cloudtop_72_b2 - YES - Cool theme, solid and fun map.
ctf_contour_72_a3 - NO - Rounds usually turns into long grinds where one team tries to enter the enemy base. Also broken map.
cp_woolfe_72_a1a - NO - First point feels like big outdoors corridor. Rest of the map is flat, open, boring and not very fun.

Fri EU, Mon US:
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr

Week 3:

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3
cp_echo_72
cp_gunfight_72_a5
cp_ace72_a3

Wed EU, Fri US:
koth_egan_72_a5 - YES - Neat gamemode, fun layout. Solid map.
pl_displacement_a1_72 - APPLE - My map.
pl_clocktower_a1_72 - NO - Quite possibly most impossible to win map of all time.
koth_hazzmando_72_b2 - NO - Flat, areas that feel useless. It is not terrible, but not really that good either.
cp_jess72_a4 - NO - Feels like it has potential, but bad connectors between mid and last kinda ruin it. Still a ton of fun.
pl_zippycewpew_72_a6 - NO - Too much open space and sightlines. Rounds are either stomps or cart gets stuck front of RED base.

Fri EU, Mon US:
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1
koth_altwine_72_a1 - NO - Broken clipping. Flat Mid. Easily spawn camped spawns.
pl_cargo_72_b1
koth_pughead_72_b1
cp_duststroll_72_a3

Week 4:

Mon EU, Wed US:
cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3 - NO - I'll be honest. It looks fantastic and the train is cool, but the map is just incredibly unfun to play. Especially attacking 2nd point.

Wed EU, Fri US:
koth_mangoe_72_a5_fix - NO - Literally just a room.
arena_maccyf_72_b4 - NO - Potential, but too cramped and small.
tc_sinkhole_72_b2 - NO - Misleading prefix, gamemode has potential, but not a good map for it.
plr_gravelroof_72hr_a1 - NO - Teams never meet, two carts, no HUD.
cp_mayan_72_v5_1 - NO - Too big and most of the time just crashes the game.
koth_safari_72_a1 - NO - Open, once you commit to a path you are stuck with it. Attacking point is hard.

Fri EU, Mon US:
cp_kalt_72_b3
koth_nonameyet_72_b1
cp_rocktown_72
cp_estuary_72_a2
cp_timber_72_a2
koth_turf_72_b3
 
Last edited:

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
I just gave the maps a quick fly-through (up to the payload maps). I still haven't played any... Here are my thoughts so far: (DISCLAIMER! First opinions based on less than 5 minutes of flying, runnifng and/or rocketjumping around)

Last update: 29.8.2015

arena_maccyf_72_b4: Nice detailing, cramped

arena_scamper_72_a1: Meh looking, ok

cp_ace72_a2: Looks allright, spawn is a bit odd

cp_banana_82_a5: Too narrow from last to second
UPDATE #1: Plays good, I vote YES

cp_blandsjapan_72_a4: Clipping on roof could've been improved, last looks boring. I like the layout

cp_coelslaw_72hr_a2_withdetail_hdr: Blocky. Location of A point makes little sense. B is very close to A (weird for a 3CP gravelpit style map). Some dark areas. More signage required (e.g. A point has NO signs for RED). No clipping on roofs!

cp_cowcanyon_72: Mustachio/10. Maybe a bit too open?

cp_duststroll_72_v3: B is the most cramped point I've seen on tf2maps.net so far. A is crazy cramped as well.

cp_echo_72: Fog is a bit heavy. CURVY CORRIDORS *drools*. Mid seems a bit too open

cp_estuary_72_a2: Couldn't load? I'll redownload this

cp_frostgale_b1: Nonsensical architecture. Very open. A feels undefendable

cp_garden_72_a3: Slow waterfalls :^). Clipping could've been worked on. Very beautiful, stunning almost. B is a bit too open. There's also a quick route from last to mid which might cause easy backcaps...

cp_gunfight_72_a5: Best name evur. Alright/10

cp_jess72_a4: Looks like it's easy to flank

cp_kalt_72_b3: A bit too open. Real nice lookin

cp_kubeking_72_a5: Looks a bit complicated. I have to see how it plays

cp_mayan: THE SCALE ON THIS MAP IS HUGE HOLY SHIT. Abusable tele spot in deathpit

cp_mom_72_a1: Might be easy to spawn camp BLU? I like the idea of this map. I have to see how it plays

cp_nixonsummer2015_a4: Interesting use of one-way doors @ A. A point itself is slightly tucked away in the corner though. Weird clipping... Narrow around A

cp_overgrown_b3: You damn tryhard. Area between A and B is a maze. Haven't played it, but I have a strong feeling this will get a YES vote from me.

cp_peasant_72_a4: Football during setup..? Genius! Map is a maze

cp_rocktown_72: I don't get it, must play it before I can say anything

cp_sakura_hill_72c: Ambitious project. A bit mazy

cp_snowlodge_72_b4: Really relaxing to fly around in. Great detailing. Guaranteted preliminary YES vote from me

cp_suomimies55_72_a4: Looks alright. Nothing much to comment.
UPDATE #1: Played it but didn't really like it, sorry. It was way too hard for the enemy to push in through the two(?) doors to last. It definitely needs a third route for the attackers. It was also kind of hard to push to mid, since the defenders (on mid) have height advantage and better cover. I'll still consider this map for a YES vote though...

cp_tidewater_72: Real nice. I hate water as a mechanic so it's good you don't have any deep zones. This will also get a YES vote already
UPDATE #1: Played as good as it looks (almost). A fun map indeed, but last was a little hard to push for the enemies. I'd like to attack last just to see it for myself but otherwise really solid.

cp_timber_a2: Mid looks boring. Otherwise OK

cp_track_point_72_final1: Dem cubemaps.
UPDATE #1: A bit too large. The map is also plagued by insane sightlines to spawndoors. Because of the scale, the combat is slowpaced.

cp_trotim4_72_a2: Mid looks boring. I like the gorge-ish style you've got here

cp_woolfe_72_a1a: Needs more signs :^) Super narrow

cp_zespice15_72_a1: Boxy layouts makes me sad.

ctf_14bit_72_a6: Need to play it, can't really say anything first

ctf_contour_72_a3: Low skybox. I like the style. Need to play it

ctf_intersect_72_a6: Blocky

koth_altwine_72_a1: Mid looks very empty, but it might be interesting to play in. Spawn camping looks kinda easy

koth_basin_72_a5: Very nice. Looks a bit open though. I got this sinking feeling minisentries are going to destroy this map
UPDATE #1: VERY bad fps when playing on full server. Unplayable. Also, minisentries are indeed a pain.

koth_cloudtop_72_b2: Nothing much to say about this one. Looks good!
UPDATE #1: It's alright to play. Bit laggy. Have a YES vote

koth_crop_72_a4: Might be clumsy to fight around mid. Kinda small actually

koth_egan_72_a5: Looks good. Not much to say

koth_hazzmando_72_b2: Flank routes feel a bit pointless

koth_mangoe_72_a5_fix: Looks very, VERY boring

koth_nonameyet_b1: Map was missing from the bundle download? Need to download this

koth_powerplant_72(2): Big open boring box of a yard

koth_pughead_72_b1: Big map, but looks alright

koth_ra_72_a1: HUGE
UPDATE #1: HUGE, SERIOUSLY. The largeness of this map renders it unpleasant. Snipers just everywhere. First NO vote

koth_rocket_pit: Small and simple

koth_safari_72_a1: Looks really interesting how these height variations are going to play out

koth_slaughterhouse_72_rc1: This triggers my inner PETA. Lol'd at the point
UPDATE #1: Felt too dark when playing with others. Flank routes feel too long to be of much use. Nice map as scout. Mid feels a bit cramped. Nice detail. Voting YES

koth_transpose_72_a3: Doesn't look very interesting. Maybe too big for koth?

koth_turbulence_72_a1: Mid is somewhat plain
UPDATE #1: Wasn't too exciting to play. I don't understand the back area. it just pointlessly divides the map. Overscaled as well, so the combat was slow. Lighting was also somewhat plain/gray (I know it's alpha, but some spotlights at important areas [such as the point] could've "lightened" up the mood a bit). Lastly, since the map is somewhat large, the pickups were placed pretty sparcely. As a soldier I had to rocketjump to get health, multiple times. NO vote

koth_turf_72_b3 : Not much to say. Looks alright

koth_waterock_72: Narrow, dark, boring

koth_watertower_2: Point is somewhat inaccessible for non-explosivejumping classes

pl_cargo_72_b1: Blocky, propspammy. Track path is mostly too narrow.

pl_clocktower_a1_72: Generally cramped. Track is really narrow. Last looks like it's going to be impossible to cap. The whole third stage is super tight (in a bad way)

pl_displacement_a1_72: Cart goes through some tight spots occasionally. First area is a bit open (still OK in my book). Last looks very cramped and turtly. Otherwise, alright. Good scaling

pl_geit_72_a1: Missing map, need to download later

pl_spacebase_nioxed72_b3a: Nice use of gravity! Really creative making BLU escort a robot. Generally very cvramped! Space cactus +10 points.

pl_tornadoom_s2_72_a3: Need to play it to comment

pl_way_72_b1: Also cramped. Most of the map has 2 or less routes forward, which is too little for a payload. Last is tiny

pl_zippycewpew_72_a6: Looks alright, a bit overscaled, especially at the first area. Need to play it

plr_gravelroof_72hr_a1: No HUD? Really digging this architecture!

plr_trestle_72: Bridge maps aren't fun. This smells like 2fort

rd_wormatty_72_a1
sd_gremlin_a1
tc_sinkhole_72_b2
tc_valleyhamlet_72_a2c
 
Last edited:

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
My votes so far, slowly going to be adding to this:

Yes votes:
cp_blandsjapan_72_a4★★★★☆
Despite the exploits at 2nd/4th, I actually enjoyed the map. Last was a bit of a boring stalemate, but the aesthetic catches me nicely and I liked the rest of it a decent bit.

No votes & unplayed:
cp_gunfight_72_a5★★★☆☆
Nice aesthetic, not so fond of the actual gameplay though. Mid feels small, last is underwhelmingly boring (and large if I remember).

pl_tornadoom_s2_72_a3★★★★★
My own map.

pl_spacebase_nioxed72_b3a★★☆☆☆
It's very evident that it was originally designed for medieval mode, being full of chokes and there being a huge lack of ammo. We spent around 80% of the map's time being stuck at an endless stalemate on the last point (the rest of the map being a roll, so there was far too much time).


ctf_14bit_72_a6
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5
cp_sakura_hill_72c
cp_frostgale_b1
cp_mom_72_a1
tc_valleyhamlet_72_a2c
koth_powerplant_72
pl_geit_72_a1
ctf_intersect_72_a6
cp_trotim4_72_a2
cp_snowlodge_72_b4
arena_scamper_72_a1
koth_crop_72_a4
cp_tidewater_72
cp_suomimies55_72_a4
koth_ra_72_a1
koth_cloudtop_72_b2
ctf_contour_72_a3
cp_woolfe_72_a1a
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3
cp_echo_72
cp_ace72_a2
koth_egan_72_a5
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1
koth_altwine_72_a1
pl_cargo_72_b1
koth_pughead_72_b1
cp_duststroll_72_a3
cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
tc_sinkhole_72_b2
plr_gravelroof_72hr_a1
cp_mayan_72_v5_1
koth_safari_72_a1
cp_kalt_72_b3
koth_nonameyet_72_b1
cp_rocktown_72
cp_estuary_72_a2
cp_timber_72_a2
koth_turf_72_b3
 

Vert

L2: Junior Member
May 30, 2014
71
21
My feelings on the maps from a flythrough. I'm going to try to actually play as many of them as I can, but most of these will be based off of observations. Will add more opinions as I play more.

I'm going through the maps backwards because everyone else is going through them forwards.

Wed EU, Fri US:
ctf_14bit_72_a6
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5
cp_frostgale_b1

Wed US, Fri EU:
cp_mom_72_a1
tc_valleyhamlet_72_a2c
koth_powerplant_72
ctf_intersect_72_a6
cp_blandsjapan_72_a4

Week 2:

Mon EU, Wed US:
cp_trotim4_72_a2
pl_tornadoom_s2_72_a3
cp_snowlodge_72_b4
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a
koth_crop_72_a4

Wed EU, Fri US:
cp_tidewater_72
cp_suomimies55_72_a4
koth_ra_72_a1
koth_cloudtop_72_b2
ctf_contour_72_a3
cp_woolfe_72_a1a

Fri EU, Mon US:
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr

Week 3:

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3
cp_echo_72
cp_gunfight_72_a5
cp_ace72_a3

Wed EU, Fri US:
koth_egan_72_a5
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6

Fri EU, Mon US:
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1
koth_altwine_72_a1
pl_cargo_72_b1
koth_pughead_72_b1
cp_duststroll_72_a3

Week 4:

Mon EU, Wed US:
cp_zespice15_72_a1 UNDECIDED I need to play the map to make an accurate decision. I liked the smallness of the map, I feel like it'll unstalemate 3cp push. However, the spawns are kinda exposed, and there's a bad sightline from last to the lower entrance to mid.
koth_transpose_72_a3 NO Can't believe I'm saying this, but this is too big for a koth map. takes 20s to get to the point as heavy, which is simply uncomfortable. I feel a lot of the rooms between spawn and mid could be removed, tightening the map.
cp_cowcanyon_72 YES Really liked this map in testing; it plays very well, good back-and-forth but not stalematey. A+ for cows.
sd_gremlin_a1 YES Actually really liked this for an SD map. Layout is amazing for an a1. My only complaints are the australium area is way bigger than the rocket area, but i'm not sure if it's too big or the rocket area is too small, and the low barriers that define map boundaries instead of fences or buildings, but then again it's an a1. Sightlines are good, even though it doesn't seem so at first glance.
koth_rocket_pit NO I did like this map, it just had a few too many little mistakes that made me have to say no. First off, it's pretty darn small, so engagements are incredibly common. Health and ammo seem to be spread out... annoyingly... Not enough health or ammo by the point that's easy to access, unless you count the full pack that both teams must share... Just doesn't seem like fun to play on. Lastly, sightlines. There's one from spawn to spawn, and another from the point to the medium healthpacks.
cp_overgrown_b3 YES Love it, it's a Crash map so why wouldn't I? Only complaint is that you can still build on that damn roof by A, but pub engies aren't that smart. 10/10 for robot cactus.

Wed EU, Fri US:
koth_mangoe_72_a5_fix NO Asymetric, bland and repetitive. I can imagine soldiers locking down the point from above, making capping impossible. Red has a huge advantage, getting a route to the crates from their spawn. Spawn rooms are also way too big.
arena_maccyf_72_b4 UNDECIDED I'd have to actually play it to make a fair assesment, but it looks really nice and probably fun to play on. The large number of healthpacks intrigues me.
tc_sinkhole_72_b2 YES This map is the glowing light of a shining star, sprinkling everything its light radiates on with joy, happiness and love. The light strikes the hearts of all living creatures and brings them their meaning, and gives them confidence in the world as they then know this map exists. Ironically, most of the map is in a cave and lit with artificial lights.
plr_gravelroof_72hr_a1 Gamemode is confusing, and simply seems unnessesary. Teams don't cross at all, making it seem like a race without any battles. Standing on the cart when it passes through a doorway will get you stuck, and the way the cart turns looks wierd, and it can pull you inside of it. Cart push area is also way too small.
cp_mayan_72_v5_1 Also missing...
koth_safari_72_a1 NO Better than I expected for an a1, but still has a lot of problems. From huge sightlines, to the entire lower half of the map being useless, save for the one useful healthpack in the map, and overall smallness, this map simply wasn't fun. Worst of all, I didn't feel like I was on a safari. That being said, the map does hold a lot of promise if everything (but the huge spawns) is made bigger.

Fri EU, Mon US:
cp_kalt_72_b3 NO D is good. A is Bad. B and C are meh. The absurdly long setup for A + OP sightlines sadly break the tie. Shame, because I really liked D
koth_nonameyet_72_b1 Not in the mappack...
cp_rocktown_72 NO Stage one had some ridiculous sightlines. Red could snipe Blue players when they spawn without needing to move much, and point B was hard to reach. Stage two was tiny. So tiny it scared me to imagine a 32 player server hosting it. Stage 3 was upward last + Blue spawn door opening before setup ended + impossible to find or even reach point. Blue can only win if they manage to spawncamp red, but the sightlines red has means that will never happen.
cp_estuary_72_a2 Didn't load. Game said it was invalid.
cp_timber_72_a2 NO Last is snakewater last, but with humongous sightlines. The only points that looks defendable is mid, which in my eyes should be the least defendable. Mid looked fun though.
koth_turf_72_b3 NO This one was tough to decide. It seems a lot of work went into it, but in the end it seems too small, the area with one-way doors is large but useless if you come to it from the point, and there are some crazy sniper sightlines on almost all point entrances. Diggin' the diagonal mirror symmetry though.
 
Last edited by a moderator:

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
Here's my final yes votes:
  • ctf_14bit_72_a6
  • cp_mom_72_a1
  • cp_gunfight_72_a5
  • cp_ace72_a3
  • koth_pughead_72_b1
  • cp_duststroll_72_a3
  • cp_overgrown_b3
  • arena_maccyf_72_b4

Here's a box full of feedback on the ones I played:
Yes vote!
Nope Vote!

ctf_14bit_72_a6 Mine, so definitely yes.
cp_nixonsummer2015_72_a4 There are some issues with the map, but if you can make it around the first corner it's really fun. Overall, it needs more work. I'm looking forward to seeing it progress!
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5 This map fails where powerhouse succeeds. Powerhouse works because there is an extra courtyard between center and final for the attacking team to hold before making a push and vice versa. In this map, the courtyard is too maze-like to hold successfully.
cp_frostgale_b1 There is no cover and Red can regularly push back past first.
cp_mom_72_a1 The elevator mechanic is great. The setup times are a bit clunky, but they don't hurt too much.
tc_valleyhamlet_72_a2c
koth_powerplant_72
ctf_intersect_72_a6
cp_blandsjapan_72_a4
cp_trotim4_72_a2
pl_tornadoom_s2_72_a3
cp_snowlodge_72_b4
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a
koth_crop_72_a4
cp_tidewater_72
cp_suomimies55_72_a4
koth_ra_72_a1
koth_cloudtop_72_b2
ctf_contour_72_a3
cp_woolfe_72_a1a
koth_basin_72_a5
cp_banana_72_a5
cp_track_point_72_final1
pl_way_72_b1 Seems fun, but the whole thing (sans final) is a roll.
koth_watertower_2 Hard to get to the point, awkward layout, seems promising.
cp_coelslaw_72hr_a2_withdetail_hdr THE SNIPER LINES AHHHHHHH(also, a noticeable lack of height variation and signs)HHHHHHHHHH!!!!
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3
cp_echo_72
cp_gunfight_72_a5 A bit hard to push, but rather nice.
cp_ace72_a3 Detailing is fantastic, the building between final and mid is strange to push through.
koth_egan_72_a5
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6
koth_turbulence_72_a1
koth_slaughterhouse_72_rc1
koth_altwine_72_a1
pl_cargo_72_b1
koth_pughead_72_b1 The only thing I have to say is that the areas near spawn are under-detailed, but that's a minor issue and the rest of the map is incredibly impressive for a 72 hour one. Good job!
cp_duststroll_72_a3 A bit chokey, but it felt good when pushes happened.
cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3 Visually pleasing, the area between A and B has some flow issues.
koth_mangoe_72_a5_fix The asymmetry is confusing and the map isn't fun to play in.
arena_maccyf_72_b4 The buildings are a bit tight, but I like it.
tc_sinkhole_72_b2 Too big to successfully defend everything, and the detailing makes it hard to figure out where you are.
plr_gravelroof_72hr_a1 Not having a HUD really hurts, and the map itself is confusing to navigate, and everyone just piles on the carts
cp_mayan_72_v5_1 Overscaled.
koth_safari_72_a1 Trenches are too deep.
cp_kalt_72_b3
koth_nonameyet_72_b1
cp_rocktown_72 Way too chokey, needs more spacing.
cp_estuary_72_a2 Overscaled, can't push back.
cp_timber_72_a2
koth_turf_72_b3
 
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Clone5184

L2: Junior Member
Aug 11, 2014
59
26
Week 1:

Wed EU, Fri US:
ctf_14bit_72_a6
cp_nixonsummer2015_72_a4
cp_peasant_72_a4
koth_waterock_72
cp_kubeking_72_a5
cp_frostgale_b1

Wed US, Fri EU:
cp_mom_72_a1
tc_valleyhamlet_72_a2c No: Under-detailed, Some spawns aren't finished, medieval mode, too big, not very well balanced
koth_powerplant_72
ctf_intersect_72_a6
cp_blandsjapan_72_a4

Week 2:

Mon EU, Wed US:
cp_trotim4_72_a2
pl_tornadoom_s2_72_a3
cp_snowlodge_72_b4 Yes: While the map looks nice, from what I played, it also played alright. Liked the theme. Reminded me of an unused artpass contest entry
arena_scamper_72_a1
pl_spacebase_nioxed72_b3a
koth_crop_72_a4

Wed EU, Fri US:
cp_tidewater_72
cp_suomimies55_72_a4
koth_ra_72_a1
koth_cloudtop_72_b2
ctf_contour_72_a3
cp_woolfe_72_a1a

Fri EU, Mon US:
koth_basin_72_a5 No: The map, while it looks nice, it poorly optimized. Too much foliage to make it work well as a TF2 map.
cp_banana_72_a5 Yes: The map, from what I've seen, seems to have a pretty nice layout. I really liked the middle point.
cp_track_point_72_final1
pl_way_72_b1
koth_watertower_2
cp_coelslaw_72hr_a2_withdetail_hdr

Week 3:

Mon EU, Wed US:
plr_trestle_72
rd_wormatty_72_a1
cp_garden_72_a3 Not Sure: Played for about 5 minutes on the EU server. Couldn't tell whether or not the framerate was the map or the server. Didn't play long enough to assess gameplay.
cp_echo_72 No: While it did look nice, and had a few design choices that I liked, it felt too wide open. Cubemaps were missing, a hallway had a pointless block-off, and it was hart to claim the middle point once it had been captured due to long sightlines.
cp_gunfight_72_a5 Yes: It played pretty well, and had a nice theme to the mid.
cp_ace72_a3

Wed EU, Fri US:
koth_egan_72_a5
pl_displacement_a1_72
pl_clocktower_a1_72
koth_hazzmando_72_b2
cp_jess72_a4
pl_zippycewpew_72_a6

Fri EU, Mon US:
koth_turbulence_72_a1 No: While it certainly had some effort put into it, in the end, some things not being finished, some awkward scaling, some poor design choices, and general emptiness outweighed the enjoyability of the map.
koth_slaughterhouse_72_rc1 Yes: Very nice detailing. I also liked the use of custom models, along with a bit of humor thrown in (wood cow on meathook) A nice, but not too distracting gimmick as well. Played well.
koth_altwine_72_a1 No: Several things were broken (I could get out of the map) and the main area was HUGE!
pl_cargo_72_b1 No: Most of the other maps had some defining feature. I failed to find one on this map. All in all, it was sorta' meh.
koth_pughead_72_b1 No: While it did look good, and had a decent cap, I feel that the routes leading up to it were just to big and confusing.
cp_duststroll_72_a3 Yes: My map will at least have one vote...

Week 4:

Mon EU, Wed US:
cp_zespice15_72_a1
koth_transpose_72_a3
cp_cowcanyon_72
sd_gremlin_a1
koth_rocket_pit
cp_overgrown_b3

Wed EU, Fri US:
koth_mangoe_72_a5_fix
arena_maccyf_72_b4
tc_sinkhole_72_b2
plr_gravelroof_72hr_a1
cp_mayan_72_v5_1
koth_safari_72_a1

Fri EU, Mon US:
cp_kalt_72_b3
koth_nonameyet_72_b1
cp_rocktown_72
cp_estuary_72_a2a
cp_timber_72_a2
koth_turf_72_b3
 
Last edited:
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