Feedback post.
Nova: No major flaws bring this map down, but as it stands it doesn't stand out on its own yet. The focus of any KOTH map should be the center CP, which is a flat and rather boring surface in the map. The side areas are so much more interesting than the center! Which is a shame, as each path leading to the middle ultimately offers no significant difference in tactical advantages. Add more height differences, and rethink what this central point can add to the gameplay of the map. Good start though!
Supersandvich: One of my favorites in the contest, and probably would have been my 4th in the final judging thread if we were allowed a fourth. Works well for being a mirrored map, which tend to fail hard (pipeline, estate) Side areas add pockets of gameplay that have enough distance to allow microcosms of battles rather than a clusterfuck over the cartline. Fastmoving carts with stalemate breakers ensure pushing is rewarding, or moreso than the average PLR. Once detailed this map will be incredible. Spawn exits are a little spammable IIRC.
Vincent: A decent start, but also lacks anything to really make the map standout. Geometry is too 90-degree centric- mix it up! I think this map could have stayed in dev textures, as the half-implemented state of it when submitted was in an uncanny valley sort of situation for me.
Karmapolice: So sorry! I wasn't able to play this one
Randalf: A pretty good PLR map, but the deathpit was a little too central to that entire area for my liking. Cart paths get pretty claustrophobic, too. Cart spawns are a little odd as well- perhaps have them more directly in front of spawns to start?
Sniperpenguin: An interesting concept, with a few decent gameplay areas. Spawn for defense is obviously too close to last. 3 open points impossible to defend simultaneously. BLU spawns very immediate and awkwardly into battle areas- odd to have a linear spawn abreast of all three locations.
Languid: Unfortunate bugs and excessive darkness made this a bit unplayable, and the everpresent deathpit is not to my liking. I'd like to see this revisited and reworked, I think the theme is pretty close to being good. MORE LIGHT obviously
locnlol: Loved the cart mechanic, loved LOVED it. Deathpit rage, but mitigated by wider platform. Spawning mechanic was weirddddd. Take this somewhere! Needs more detail to compete with my top 3.
Grimtuesday: With some better lighting, less deathpit and a bit of scaling manipulation this could have been fairly playable. Very ambitious, which I like! Even the whole third-stage tower was a neat idea, but the height differences, spawn locations etc. made it impossible to attack. Keep it up!
Prestige: A fun map, with sweet slides, and hoops and shit, and that new KOTH mechanic which is a little better than regular KOTH, but the unfortunate sound bugs, and some rather excessive sightlines over flat areas lacking much creativity detract. Also, some dark areas.
Hanz: Solid 5 cp map. Enjoyed defending last a lot. Playtesting made obvious by the changes implemented, which I like. Nothing excessively new here, which, while not required, would help set it above the competition.
Kieranator: Loved the interior, mazelike areas. You should cut off almost all of the surrounding high ground,and raise some walls in the center to produce more height variation there. Obviously, needs much more light. If those were solved it would be in my top ten for sure.
Ritz: So sorry! I wasn't able to play this one
Psy: Obviously a pretty solid map, the one thing preventing this from going further was a lack of ambition in the direction of either scope or ingenuity. Middle played a bit too much like badlands, FBOFW.
Lemines: So sorry! I wasn't able to play this one
Frozen: Good start on an ambitious 3stager. A few sightline and chokey issues you should already know about.
Bock: This map would benefi tfrom some less angular geometry and more natural surfaces. Fences are overused. Love the brushwork on the bridge.
Grazr: My main faults with the map are mostly with the yards, which are underutilized and boring. I voiced further feedback ingame I think.
Hering: A solid layout, very close top being in my top ten, with a decent amount of detail. While I understood your goals for the middle. the weak use of train props and the still-persistent sightline issues make crossing mid not a fun prospect. For all the geometry in the middle, the height differences remain relatively polar/insignificant.
Sergis: I know the hazards of introducing moving capture zones into a map. This was a bold idea. and if the scaling was more appropriate it might have been pulled off better. Perhaps rethink the size of things, including the cap itself. Does it have to be a train to move? I'd like to see followup.
Leftism: Displacement work needs to be rethought, as the pathciness of the grass is distracting. I'm sure you're awware of the sightline issues at mid that prevent this map from being greater. If you simply move each side towards each other by 256 units this map will be LOADS more playable. A very good effort for 72hours, regardless.
Tomhoen: I actually really enjoyed playing this, but it definitely has flaws. The one-way door featured in your screenshot should be way further towards the second point. The first point is hardly contested at all, and has some odd sightlines towards BLU spawn. With a bit more ambition (more stages) this map would definitely be up there. Take it further!
Dabeatz: I feel your pain! But that is the risk of trying something new, and while it's unfortunate that the rotation mechanic and the time invested into it didn't play out, the map left over still is pretty impressive. Solidly detailed and with good use of height and space, I did have fun on this map, but it wasn't on the point itself. Remember, KOTH must revolve entirely around that CP! Make the CP itself more interesting to play on and I'm sure the map'll be loads more fun
Zhan: I had fun each time I played the map, and the iteration efforts definitely improved it. I think that the ill-advised addition of the deathtrain in the middle detracts, though, and that the space it traverses really needed to be addressed in a different way to tie this map together. Everything else works pretty well, if the proximity of the final terminus to the enemy spawn does seem a little... tight.
Ravage: I really had meant to play this one, but again it didn't seem to get run, and I'm very sorry I didn't have a chance to look at it.
Ayesdef: We talked about my suggestions for the map, and with some more stages and some more of those issues addressed it'll be great fun. Still had fun as a heavy, of course.
Trotim: Another risktaker, but the mechanic is actually solid here, and helped push it into my final 10. A and C are both interesting play areas, but good god B sucks. Also, way too much deathpit at C, and some lighting issues. Spawns could be moved back from the action more, possibly. It may be cruel but with this little time invested, perhaps try the mechanic in an entirely different layout?
Leswordfish: I did like the map, but for - you guessed it - the deathpit. Also, as well implemented as those fabric visblockers are, they just don't really work. Maybe your additional detailing can convince me? Keep it up.
Littleedge: Good use of angular geometry, and a decent enough layout, this suffered most greatly from scaling issues. I'm sure you can rework it to be less open and more fun!
Reej: A bold take at a new theme was unfortunately spoiled by some bugs. I'd like to see this in a more playable state at some point.
Again, I apologize SO much to those I didn't get to play, it's really almost not fair. I hope to play those someday soon and give feedback, at least.