It was very very hard to pick my top three, there were alot of great maps. I decided to base my votes based on the maps that I felt had a combination of heart and good design. There are more 'serious/better' layouts in the competition, and those maps are tons of fun, but I couldn't have chosen between them and one will probably win even without my vote.
1: idolon
I LOVE ROOFS AND HEIGHT VARIATION.
2: crash
I had a ton of fun playing this map and it was an early favorite.
3: trotim
While fundamentally flawed this map deserves a top spot for originality and the sheer enjoyability/hilarity/fun it has provided.
trotim : lots of fun. The map/gamemode does not do well with larger player counts however. This map shows how simplest layouts can be elegant and creative.
crash: I like this map alot. Some of the detailing and proportions are a bit weird, for example the middle cylinder is odd looking because of its height, and the sewer route is never used. The map is well balanced: the control point is defensible yet will change hands often.
techtf: a good map, one of the most complete in the competition. The yards and CP area feel a bit too open to me. I am in constant danger and have few options: it is very difficult to retake the CP. I really like the little route where the planks lead to the ledge with the plants. Nice map.
engmob: a cool concept and layout, but suffers from an overly defensible control point and long sniper lane. The sniper lane isn't quite as overpowered as one would expect though as it is a side route. I really like how the roofs of the CP are setup as the height changes several times but all levels are easily accesible.
ravage: a very fun map, one of my favorites for sure. The side routes are a bit long and excessive though more recent versions have improved on this. I like the use of the theme and the shapes around the CP are enjoyable to be in. I would like to see the little cliffs on the side return in the next version. Trees!
kieranator: this map seems decently balanced, and has a good layout. some of the routes are odd and could be made more obvious. C tends to stalemate while A is easily taken. The idea of each CP is neat, but could be focused a bit more. For example, it is a bit odd how B is off in a corner and right up against the doorway. That CP could be more 'arena like.'
ravidge: a cool idea for a map. Sometimes I think having each control point be asymmetrical is unfair, but of course the entire map is symmetrical. I like the theme and have fun running between the two though I lose track of which cp is which.
hanz: a fun map, one of the best in the competition. The control point has an unbalanced/commanding view of almost the entire map however! The only spots out of view are too close to the spawns to be relevant to battles on the cp. The attacking team has almost no advantages or chance of turning the game around, and almost no where to go or regroup. The theme is very nice, this map uses nighttime better than most.
idolon: a top tier map after my heart. This embodies many layout elements that I love. There does not seem to be any true "enemy territory" however. When approaching the enemy spawn I am both unaware of it's location and feel too safe. Sometimes it feels like the map is too open, one can never predict enemy location. This is part of what makes it fun, but it could be slightly more focused.
axiomatic: the mini spiral stairs are a nice touch, the area immediately around the CP is setup nicely and I like the little tunnel underneath it. Overall though the map is a bit cramped and offers little variety in it's options as everything is in view of everything else. The side routes could have easier, more streamlined access and offer vantage points or locations that are more seperate from each other. I like the height variation and sniper vantage points.
micnax: this is a good CTF map and it is nice how complete the level is. I like the flagroom and how easy it is to enter. The enemy base and interiors feel more approachable than in other CTF maps yet the flag is still defensible. Nice use of angles. The yard feels a bit long to me however and the tunnel exit into the base is nearly as dangerous as using the front door, so the time cost brings little advantage.