My picks:
1. cp_sergis_72_3
2. cp_mlj_72_2
3. cp_drelement_72_2
4. cp_bladend64_72
5. cp_pdt_72
6. ctf_tmp_72
7. koth_player_72
8. cp_crash_72
9. sd_vacon_72
10. koth_frozen_72
FEEDBACK:
cp_bladend64_72 - was detailed quite prettily and seemed to play decently.
cp_crash_72 - while there was some nice detailing, the map seemed gigantic from the start and this took away from my enjoyment of it. I really couldn't have fun on this map unless I played scout.
cp_dark_72_1 - There was a definite attempt at detailing and the overall look seemed polished. However, the gameplay left much to be desired.
cp_drelement_72_2 - I took off marks for that spiral thing, but overall it played decently when there were people on the server to play against. Looked pretty too, and your 2nd control points were cool.
cp_fish_72 - I felt a little like this didn't bring much innovation to Degroot Keep, but I liked how B point had a raised way into the castle so that the attackers had an alternate route. I wish there was a demoknight ramp though.
cp_hooky_72 - The gamemode seemed really interesting and unique, but the map felt rushed and there were some glaring issues - namely the unlit corridor and the spawnroom confusion. Put in the right map, I think the gamemode might have a strong future!
cp_lightflock_72_t4 - Most of the areas felt quite similar and I couldn't really tell where I was most of the time. The detailing felt like propspam and the layout was confusing. I liked the point B area but it was too difficult to find and wasn't really focused.
cp_mlj_72_2 - while I enjoyed several aspects of this map, the poisonous water made me upset. your last point was also a little open. That said, it was quite fun to play on.
cp_pdt_72 - The scale felt a little off but the map seemed quite nice, you got extra points for the spectator camera.
cp_prestige_72_1 - I really want to try playing this on a slightly more full server before I say anything positive or negative about it. The unpacked lighthouse was fun though.
cp_sergis_72_3 - Fairly bare-bones but the texturing was all great, probably better than many of the maps that tried to detail completely. I really enjoyed the pseudo-symmetric layout, it reminded me a little of the way the last point on badlands seems symmetric but plays differently. Great work.
cp_stegarootbeer_72_a2 - the first point was promising but there was a lack of routes and the second point was easily captured by blu if they got there first, or defended by red if they got there first.
cp_takabuschik_72 - while the layout and detailing were slightly erratic, I could see a sort of spytech progression which I appreciated. The entire map was chokey and things were in a rather strange scale. There were a few cool ideas I liked though, like the train you walk through.
cp_valeria_72 - There were tons of doors everywhere which I found kind of silly. The general layout seemed promising but it needs a bit more to really work well: your middle point is a big hump between a bunch of doors, your second points are raised platforms between a bunch of doors, and your final points are wedged between walls and a bunch of doors and platforms. There could also be another entrance into last, it seems pretty easy for defenders to turtle up. Also, fullbright
ctf_tmp_72 - the map was a lot of fun with 8 people, but I had no clue where to go a lot of the time and it was difficult as a defender to know where I should defend at the start. The last point was ridiculous. Good use of the kong theme.
ddom_trotim_72_3_fix - I would have liked to see this on a full server, but it seemed promising. The team-specific routes kind of annoyed me and I think the transition routes could have been a lot smoother.
koth_frozen_72 - The layout seemed solid but the moving point went a little too high in my opinion. I'd have liked to see both levels of platform a little lower and the actual point's peak lowered a little too. Scale seemed great, but I never got to test with other players.
koth_kaptankul_72 - Clearly inspired by viaduct, this map was a little boxy and rather unoptimized considering some of the opportunity that was available. A lot of the detailing was nice but could use some work to really make good player immersion. Also, the point is wide open and there are long sightlines in every direction, something that could be cut down on a little more.
pl_icecrystal_72 - Seemed relatively well scaled and fun to play on. However, the final point was annoying to push into and your blu forward spawn is set in such a way that it makes the player want to go the wrong way down the track.
sd_bakscratch_72 - many of the routes were tight and burdensome, while others were much too open and became a simple deathmatch fight. I'm a little biased because the shipping crate is my least favourite model, but I think you went a little heavy on the propspam in the australium area.
sd_vacon_72 - while I never got to play it on a full server, it struck me as entertaining during the time I did play it. There was a lot of open space that I think could have been tightened a little though, and it was really no worse than doomsday in this regard.
koth_player_72_1 - the foundry theming was nice and the map played fairly well, even though I only got to experience a 5v5 at most. A little deathmatch - heavy.