Gameplay: 3
The entire map is one route, which isn't great: you're restricted to fighting the same battle over and over, meaning you're relying on bot types to make your map fun. There was a lot of high ground around the bot drop-off zone, but only one building was really useful, as the rest were too far away to really use effectively. The drop-off zone was also too cramped for scout to be as effective as in other maps, since bots all dropped off in clumps and stuck together.
Waves: 2
Your waves really suffer from same-ness, as each wave was a large number of one or two kinds of bots that spawned for a few minutes. Look at official pop files to see how they use different kinds of robots spawned at longer intervals of time to try and keep the interest up. Better yet, imagine that Wave 666 was just one kind of robot that kept on spawning for an hour, and why that would be bad. Additionally, one wave in particular was just flat out awful – 56 crocket soldiers is not fun by any stretch of the imagination.
Aesthetics: 5
Your detailing had some okay ideas, but it didn't stick with one idea for long enough. It switched from concrete to wood to metal and back to concrete again, and you seemed to want to use a different wood texture for every single building. The hole that fell out of the wall of the bot spawn building was a bit weird, since the part that fell out somehow ended up in one piece on the ground, as if someone had cut a pattern into the wall and pushed it out. The fire in the building in the background
was a cool idea.
Technical: 7
-Sentries could be built in places sentry busters could not reach
-Missing cubemaps
-The thing that shows the bots in the upcoming wave was sometimes misleading
Full Judgement PDF