highandlow2018_asg_alligator: 4/5
-Cool concept, great execution
-Crack in the floor at the top of the left stairs coming out of spawn
-The watchtower right in front of the observatory windows is missing railing on two sides
highandlow_ido: 5/5
-Cool concept, great execution
-Really like the lighting
-Some props are lit oddly?
-I want an actual map based on this idea
highandlow2018_Heronherald: 1/5
-Brushwork looks really blocky and simplistic
-Some of the skybox building models are too low-detail to be used as close as they are to the playable space
-The elevator to the roof is a cool concept, but the teleportation is noticeable; make it more seamless
-Also the elevator sometimes would start ascending and immediately return to the bottom
-The skybox looks weird from the roof
-Some of the building props have missing roof faces
-The elevator light has nothing attaching it to the elevator
-Each floor is basically the same
highandlow2018_kobolite: 2/5
-Unrotated wood beam/trim textures
-Metal platform holding a rocket supported by wooden beams?
-Wooden beams are quite simplistic
-Underground area looks much cooler
-Map overall feels a bit lacking in detail
highandlow2018_DrSquishy: 3/5
-Skybox seam would be invisible if it weren't for the noticeable lighting differences
-Hidden silo stairway and button-activated trapdoor is very cool!
-Steps are big for TF2's world, except for the first and last steps, which are noticeably smaller than the rest
-Silo walls have noticeable lighting seams
-The stairs look very odd protruding into the lower hallway
-The "models/props_2fort/groundlight001.mdl" props are noticeably sunken into the ceiling; the ceiling oddly protrudes through the light
-The wood textures on the curved table in the hidden trapdoor room would look better if properly rotated to match the curve of the table
-The final trapdoor looks odd
highandlow2018_ssquirrel: 5/5
-Awesome work!
-The dead bodies having flies is an awesome detail
-The humming sound on the lights is a bit too noticeable
highandlow2018_daylight: 1/5
-Detailing ranges from okayish to pretty good
-DOESN'T FIT THE HIGH/LOW THEME!
highandlow2018_aapelikaeki: 4/5
-Looks like a good amount of effort was put in, and it paid off
-Some of the textures don't seem to fit TF2
-Perhaps too much detail? The map feels weird at times
Highandlow2018_dotmd: 4/5
-Cool concept, good execution
-Some of the models (such as the minisubs and the crane) would be better if their textures had actual detail instead of just having solid color textures
-The energy core thingy had weird lighting on the props but was otherwise cool and creative
highandlow2018_simulacron: 5/5
-Looks really good
-3D skybox lines up, seam is hidden well
-The stairs under the clock tower look weird, you chose an odd texture combo there
-Z-fighting, odd prop lighting, and overlapping props in a couple areas (not major)
highandlow2018_itstumbler: 1/5
-Interesting concept, mediocre execution
-Brushwork is simple and noticeably large
-It's just a room with computers scattered?
-Some of the custom assets are cool, but the actual map itself needs more effort
highandlow2018_Sentry: 1/5
-Another interesting concept with mediocre execution
-Visual design is fine outside, but inside is very boring
highandlow2018_puxorb: 5/5
-This map is super well made and super cool
-I love the planes that occasionally fly by and attack the airship
highandlow2018_sympathy: 2/5
-Propwork is cool, displacements are fine, brushwork is meh
-Displacements are extremely oddly warped in some areas
-The elevator is a perfect example of how simplistic and lackluster the brushwork is
highandlow2018_aldoux: 2/5
-Brushwork is simple
-Lighting is weird in some places
-Propwork is cool
-Lookout view from the top really breaks immersion
highandlow2018_divadan: 5/5
-One of the light props used on a couple of the desks is completely white
-Awesome idea, awesome execution, love it
highandlow2018_Yabayabayaba: 3/5
-Not too much to look at, but what there is is decently made
-The fog is a bit jarring
-The bridge could look better
highandlow2018_hqdefault: 4/5
-The cabin looks cool
-The chairlift is fine
-Why does the chairlift only have 3 chairs
highandlow2018_devilsrocksfinalerk: 5/5
-I like the rock pillar aesthetic
-The hidden demon lair is cool
highandlow2018_2FF_PJX: 5/5
-Of all the hidden spytech lair maps so far, this one is, IMO, the most well-done
-Elevator music
-Above ground area is also done well
highandlow2018_defcon: 4/5
-I like the slow elevator reveal
-Very expansive map
-Nothing really stands out as "wow, that's amazing"
highandlow2018_taka: 5/5
-I like the use of dynamic lighting, adds a bit of realism to an otherwise static map
-Too much reflection, some windows were really tough to see through
-The elevator doors are really white
highandlow2018_grubzer: 3/5
-The waterfall looks awesome
-The skybox buildings are very lacking in detail
-Overall map is pretty simple
highandlow2018_anderpan: 5/5
-Awesome job!
-I really want this to be an actual map
highandlow_yoyo: 3/5
-Really looks like you have potential, just keep practicing
-Some textures were improperly rotated (outside wood fence, ibeam001b)
-The truck outside was completely dark, and the ground beneath it had an odd dark strip
-The printer prop resting in the truck bed had the bottom exposed, but there was no bottom
-Brushwork is somewhat simplistic
-Underground area could use a bit more detail
highandlow2018_sierrastorms: 4/5
-Skybox seam is mostly tight, except in one place where there's a noticeable shadow difference
-Doesn't do anything bad or wrong, but doesn't do much great or memorable either
-Spytech area perhaps needs more detail?
highandlow2018_megapiemanphd: 5/5
-Visible nodraw underwater behind the docked boat
-Good job tho
highandlow2018_void_2: 5/5
-This map is fucken awesome
-I was disappointed the portal went nowhere
highandlow2018_zenneth: 5/5
-Really excellent job my dood
-Missing models!!! But there were only a few, it's a minor mistake and didn't detract from the experience. Make sure your assets are properly packed next time!
highandlow2018_hamsterkins_fixed: 1/5
-MISSING TEXTURES EVERYWHERE!
-Some of the textures that aren't missing are very flat and boring, no detail, no wear-and-tear, etc
-Why are the vents blue?
-I like the medic and engineer chatting tho
-The fan in the vent can push you up, without spinning or being on?
-Some of the beam textures are off-center