Asymmetrical Maps|Gameplay|Balance|Aesthetics|Performance|Technical
Breakout|7|8|6|10|8
Canyonfodder|-|-|-|-|-
Copperhead|8|9|7|10|10
Desertion|-|-|-|-|-
Frozen Assets|1|1|1|10|8
Mojave|9|9|10|10|10
Pilolukpass|-|-|-|-|-
Powderhorn|7|7|7|10|10
Relay|-|-|-|-|-
Sekhmet|-|-|-|-|-
Ship|3|1|3|10|8
Slush|9|10|7|10|10
Zig|6|7|9|4|10
Symmetrical Maps|Gameplay|Balance|Aesthetics|Performance|Technical
Clocktower|7|7|8|10|10
Croissant|6|5|5|10|10
Omen|5|5|4|10|10
Process|-|-|-|-|-
Rating Guide
Since I'd just like to explain a little better what my rating scale is since it may differ from other people's I'll leave this here.
Three and under represents a poor rating at best, and generally borders on unnacceptable.
Threes and under I will consider under the quality threshold for it to be worth writing feedback, it should be obvious what is wrong and how to fix it.
Four represents average or acceptable quality, but with (usually multiple) glaring flaws that lead to this rating.
Five and six represent acceptable and reasonably decent quality, anything falling into this means there may be some glaring flaws present that result in work I would otherwise rate higher falling into this category.
Seven and eight represent very good work with either a good uniform quality reaching this rating, or a better quality being let down by minor flaws.
Nine and Ten represent the best I feel a map can be in each area, with very few minor flaws, or no flaws.
Performance
This category is rather silly in my opinion, as we all know Tf2 is still horribly optimized, and most modern PCs have trouble handling the game on maps that are perfectly optimized because of issues beyond their control, therefore if a map gives me a framerate consistent with other stock maps I will be giving them a 10, if not, I'll give it whatever I feel is appropriate for the performance it gave me.
Also filesize seems kinda redundant here, more custom content = larger filesize so uh.
Technical
I haven't really had the opportunity to play maps as much as I'd have liked to since no one is playing them anymore on your servers, so I can't really consider my scores here particularly accurate for finding things that might be missed until a 10th playthrough or so I'll probably only deduct points here for major or obvious flaws.
Feedback
Breakout
Visually incomplete, and still looks better than some of the detailed maps especially point B, which looks really cool geometry wise. Seems this didn't make it out of alpha, which is unfortunate since the gameplay seems nicely thought out, and all the points are actually interesting.
Loses points in technical for the bar opening sounds in blue spawn during setup being intolerably loud.
Copperhead
Plays like a typical good A/D map with fun gameplay, with no major flaws.
The visuals are alright too overall, but some areas look on par with alpha detailing, and could stand to be better. Also particles by the waterfall, but you already know this
Frozen Assets
Below the quality threshold for feedback. (It should be obvious why this map is bad)
Mojave
It's nice to see that some people know it's possible to change the global light colour. The lighting in this map is exceptional, and the geometry is nothing short of excellent.
The map is also visually distinct, so extra points for standing out.
Powderhorn
Looks pretty good, loses points because red interiors don't look too hot, and because none of the other outdoor materials were modified to appear wet like the roof was and therefore look weird compared to their wet counterpart.
Gameplaywise the points are interesting though, the map is rather small for a 2cp, otherwise though, nothing really wrong here, but nothing amazing either.
Ship
Below the quality threshold for feedback. (It should be obvious why this map is bad)
The only reason I'm giving this a 3 in aesthetics is for the attempted innovation in visuals. Everything in here desperately needs work.
Slush
This map has some of the most interesting and innovative control point and pathi designs I've seen in any map I've ever played, I love it for that, especially since they all work out really well. Excellent work Moose. This is also the only map I feel really offers a role for every class, so I'm going to give it 10 in balance.
Your visuals are more than good enough, but don't really rival zig or Mojave. I really hope your future maps continue this trend of innovative control points and paths that also have good gameplay.
Zig
Unfortunately the gameplay of this map doesn't reach the same standard of it's visual design, I realize this is supposed to be the first stage of a three stage map, but what was submitted to the contest needs to be judged as a 2cp gorge style, and doesn't hold up very well to that model.
Visually this map is excellent, the only thing stopping it from reaching a 10 is the humongous amount of visual noise on the cliff/rock texture.
Additionally, this map has got some big optimization issues, every time I play it the framerate is usually bordering on unplayable (10-15 fps).
Clocktower
Your first point is boring, both visually, and gameplay wise, just a huge area, with a generic point on a ramp.
The rest of the map is a lot better though, mid is an excellent example of a tall and majestic landmark point, which I absolutely love to see, and plays more than well enough. Second is interesting too, but could stand to stick out a little more visually.
(Also) The final (I think, the one with the dropdown) forward spawn doesn't do a good enough job directing players in the right direction. During all the rounds I've played on this I've seen other people, including myself, start running back towards 2nd, instead of forward.
Additionally your displacements in the playing area, the chest high cliffs in particular look very uniform and boring, mix these up a little.
Croissant
Yes, we get it, you like making every single mid in your maps do the same two story central control point. This really hasn't been fun or particularly good for gameplay since Gullywash, and since you've done it so much, I can't really give it points for innovation either.
However, your second point does offer some very interesting gameplay, shame it's entirely backwards from what it should be, instead of forcing players forward, it just sends them back, well actually, it only sends medics, snipers, spies, and heavies back, and most of these classes are forced to drop down to avoid dying. I really feel this could have been really interesting if you had forced players to press forward into last instead, if they committed to capping the point.
Additionally huge sightlines, and open areas plague a lot of the map, and the only reason I'm giving this a point above Omen for gameplay is because I thought 2nd was actually really cool, despite being poorly executed.
Your lighting is boring, and your geometry isn't much better. The colours aren't very interesting either, falling into the gray/white + team colour trap that a lot of maps seem to slip into.
Omen
Quite frankly I don't feel any of the points aside from maybe last play very well at all everything is cramped, no real rollout opportunities, or anything that would make this a good 5cp map in anything aside from pub server play.
The visuals aren't much better, the lighting and geometry are both incredibly drab and boring, and the colour pallette is grays, browns, white and team colours.
Finally,
As much as I'd love to rate and review the other maps, it seems that your servers have been empty for the last few days, so it doesn't look like I'm going to have a chance to do so before the deadline, so I'm sorry to everyone else whose maps I didn't get a chance to play, there are definitely some of them that I honestly did want to check out.