Alpine Depo: The spaces feel good and the routes feel unique, I really like this layout. My main gameplay gripe is the trains; I love trains in maps but this one is really short, frequent, and too fast. It's a neat idea for a point, but it feels like a random unpredictable death since they go so fast. The main reason this would have been a no was the framerate and lack of optimization. On most KotH maps I get somewhere around 150 FPS but here I struggle to get 30. It's a real shame that you copied from other maps, since I really like the layout of this map. Don't plagiarize next time.
Backwash: This was almost a yes, but I'll have to go with a no after a 30 minute stalemate. The main issue is that it's just too small. Final is really cramped when there's 18 people fighting through the doorways, and final and mid seem to be closer to each other than final and second. The details and visuals are pretty alright, they look fine. I really like the area and layout between final and second, if you find a way to make that less chokey it'll be really fun.
Boreal Village: The layout is confusing and has some rather nasty sightlines and blind corners right out of spawn. Areas are just awkward to traverse and don't fit together well. There's some neat ideas here, like the health on the log above the saws, but the map around the ideas is not very fun.
Chounai: I don't have much to say about this one since I was in a test with lower player counts and was trying to figure out what map needed to be tested yet between lives. I looks pretty nice, the layout seems solid, and I really like the train. Getting up to the bridge on mid felt strange for some reason. The stairs were fun to fight on. Good work.
Farmfall: It's not bad, it's not great. Visually it's nothing to write home about, though I don't feel it's quite at the level to call it an RC. The lighting isn't pleasing to look at at all. Gameplay wise, it's got issues. It's too easy to hold the center of the map and hold people in the starting courtyard, and the flag is really hard to defend. It's better than a lot of CTF maps I've seen tested around here, but it still has some issues that need working out.
Flurry: The details in the map are rather nice, but the gameplay is nothing to write home about. The point is very difficult to capture, and the routes though the map don't fell fleshed out well. The lighting is also rather bright and makes everything look flat and boring.
Hazyfort: It looks nice despite the horrible framerates and some really dark rooms, but I'm on the fence about the gameplay. I'm not a fan of the playspaces in the map, but it's functional. It deserves a yes from how polished it is and the fact that it seems to play well, but this one is the one I am the most hesitant about for now just because of personal tastes and the framerate issues.
Ice Tower: I really want to love this map but there's a big problem with it, literally; it's too big. The details are fantastic and the gameplay spaces are unique and interesting, but there's too much of it. Cut out half of the map (horizontally) and it'll be really cool. The cliff area and the point are really really neat, but the spawn positions tend to push players towards the less interesting half of the map (in my opinion).
Log Place: I feel this deserves a shot based on the potential alone, but that's a highly subjective opinion. I think I liked some of the older, more difficult to push versions better, though my views may be skewed from low player counts/unbalanced teams in the test I was in. It still seemed fun. I'm not a terribly big fan of the direction the art is going—I thought it would have looked great with a lumberyard-like theme more—but snow was a requirement for you so I can't complain.
Medina: Medieval PD is a cool idea, but your execution is flawed. Having the map be non-symmetrical is fine and actually pretty cool; the issue lies in having only one capture area that is always enabled. This means that points can't really build up in the map, and there is no mad dash to deposit it all when the point is opened, which is the highlight of PD for me. There's also very little height variation in the actual map, and all of the areas feel pretty much the same. UPDATE: Being able to run along the wires is fantastic, thank you for pleasantly surprising me!
Neighbor: I really like this take on a city theme. There's not many maps that attempt it nowadays, and this one stands out with the mix of construction and finished interiors. It's not the best looking, but it'll get there. The gameplay spaces are really interesting and I enjoy the unique use of diagonals and split levels that you played with to make unique-feeling areas. It didn't seem to play the best and the points felt strange to defend, but I'll be watching this in the future.
Oasis: I didn't care for the gameplay in the first few versions, but it's really fun now. I may be slightly biased for suggesting Red's forward spawn location in a stream. Excellent art direction, great work Freyja! My main complaint is final; it's weird to both attack and defend and I can never tell if I'm having a good time or not.
Roadblock: The first time I played this it crashed me and half of the server, though I won't hold that against it. My main complaint is that it's confusing and frankly quite ugly. The lighting is a really off-putting color and the flickering lights did not help the visuals at all. Rooms tend to have pitch-black walls and a single light in the center, meaning it's hard to see anything when in the lower buildings. I only ever found the center point (at least, according to the HUD) during both of my playtests, and I still have no idea what the gamemode is supposed to be. The spaces felt overscaled and it was difficult to figure out where to go.
Snowcastle: I really like this one. It's a great fast-paced 2CP arena with a solid layout and unique areas to fight in. I'm a big fan of how much variation you've managed to pack into such a small space. I would have liked a few more ammo packs in the lower areas, but that's just a nitpick. The detailing is neat so far, great work! Don't listen to those saying it's too small or needs a more defined mid; I think it's just the right size for what it seems to be trying to be.
Snowtrain: This was almost my most difficult no, but now it's a yes. I love the uphill fight and the large sightlines on A, and the positioning of B in relation to A feels fresh. Using the trains as cover to sneak around the defenders on second is really fun. Second needs work though, the sightlines are a bit brutal and it's quite a walk for blu. Consider looking into a forward spawn for blu or finding some other way to get blu to the front lines faster for attacking second. It's got a few neat ideas that could be really cool with some work, and I'm excited to see it evolve.
Spout: It's really promising and quite close, but not quite there gameplay wise. First often is very hard to attack, and awkward to get to while defending. Other times it's a complete steamroll. Players defending aren't funneled towards the point well, and routes take to to strange places. My first instinct was to move first towards blu's side a bit so it's in the building with the roof so that there's not as much immediate high ground around it, but now after playing it more I'm not sure. Second is neat and fun to both defend and attack, but feels a bit cramped.
Stormguard: The visuals are bland, the cart got stuck on final so Blu couldn't win, and it's confusing to navigate both due to the layout and the fact that everything looks the same. All rounds I've played the cart just kept going as it's impossible for red to set up anywhere to defend except for final.
Timbrr: I really like this one. It's a bit wide, but it seems to play well. I like how flat it is while still feeling... not flat? I'm not sure how to describe it. There's a few minor issues like the train's hitbox being taller than the logs, the train only ever going one way, and the dropdown hole being quite small, but I like it so far. Great work!
Tug o' War: I want to vote yes, but there's some issues that stop me. I like the whole concept, and the logic seems to work quite well, but there's some quirks that bug me. It's really hard to get on the boat, it flips your view 180 degrees when you capture it (I think?), and the propeller can kill you. The layout of the map is also quite strange, and it's difficult to reach the boat without dying in a lot of cases from what I've seen. I like some of the detailing a lot, but other parts just don't look very good.
Voltage: Pretty fun, unique use of a split-level capture point. Not a huge fan of the difficulty rotating between the interior and exterior spaces, but it plays pretty well from what I've seen. I don't have much else to say really, great work.
Wastetreatment: This also suffers from a reoccurring issue that a lot of these entries had: it's too small. There's very little distance between mid and final, and it's very narrow. I only played it in a 6v6, I can't imagine how cramped this would be in a full 12v12. The playspaces aren't bad, but they need more room to breath.
Woodhill: I like this map. Sure, it's got its' flaws, but it's got a lot of charm. The uphill fight at the start is pretty neat, though it might work better with a flank and if it was more of an actual hill than a bunch of switchbacks. I'd cut down on the number of sawblades and maybe expand the area right before first as well. The layout around the point feels very unique, but needs some work/maybe a rescale. There's some weird routing going into final that allows Red to push into where Blu is holding; I'd look into fixing that. It's a sold early layout that could easily become something neat with more work, good job!
Yanqing: The gameplay on this map is fast and intense, and offers just the right amount of variation in the combat spaces. Visually the map is distinct and pleasing, though there's some areas are a little dark and the map just feels a bit... empty.
Zhuanguo: I like the actual point structure and the tunnels under the point. The color-changing bucket is also fantastic. Unfortunately, the rest of the map is not. The layout is far to large and confusing, full of tight hallywas and strange routes. Signs point the wrong way a lot. The "moving spawns" could maybe work, but not in this way. It's impossible to find the point or tell where enemies will come from as it is. To be completely honest I really don't like the visual style you are going for, it's ugly. It feels more like a Gmod map than a TF2 map to me.