As promised, we're sharing the map feedback we have received for the maps nominated in the poll. After some deliberation I have decided to make the feedback public, because it is frankly a good testament to why we're not just having a vote on whether a map should be featured or not.
Note that the following pretty rough. Feedbackers were aware that this feedback will be given to the map creator(s) in some form, the results are still disappointing however.
There were 56 answers, for a total of 75 maps on the poll. Feedback in written form was required for all "No" votes, although less than 50% of ballots followed that rule.
Some feedback could be considered blunt, unkind, ignorant, or plain untrue. If you prefer not to see interpretations like that about your creation, do not open these spoilers.
Note that the following pretty rough. Feedbackers were aware that this feedback will be given to the map creator(s) in some form, the results are still disappointing however.
There were 56 answers, for a total of 75 maps on the poll. Feedback in written form was required for all "No" votes, although less than 50% of ballots followed that rule.
Some feedback could be considered blunt, unkind, ignorant, or plain untrue. If you prefer not to see interpretations like that about your creation, do not open these spoilers.
It's fine overall |
I don't have feedback so much as I don't think we should double-feature layouts (Erebus). If you want to then sure. |
I don't know if ICS's other non ween maps whose reskins are in game are featured and expected to be so, but if that is the pattern, then go ahead. Otherwise, the map isn't great (from what I'm aware), so it might not deserve the spotlight. |
Whilr i havent played this version of the map (i played the ween version), i did not really enjoy this map, the layout felt confusing and the control points are placed in thr middle of giant courtyard without any cover. |
The gameplay was not too exciting, but moreover, I think this mapper has enough featured to be satisfied; this map doesn't show anything else we haven't seen from them before. |
The Artpass is messy, I didnt like the layout when I played halloween version |
The map has large sniper sightlines, long hallways that are impossible to avoid spam, and has very strong sentry spots. This map is fun for RED team, but not fun for BLU. The map's layout is a little odd (slightly maze-like, not necessarily a bad thing) but it makes finding flank routes difficult -- especially when there are so few -- and especially when it is easy for defenders to guard each entrance. |
I have not played this map from what I can recall, but the artpass and layout judging from what I've seen looks great! |
Fantastic map, lots of love went into it, absolutely stellar. |
could use a bit more optimisation, i like the mid a lot |
The aesthetic of this map is very cool, and I had fun on this map for the time I played it. There was a little back-and-forth for middle point, but once fighting localized around the 2nd point, the attackers had difficulty pushing into the defenders, and the defenders had difficulty pushing back to mid. Health packs and ammo might need to be adjusted. |
Good map, just haven't formed much of an opinion of it to vote higher, artpass does look nice though! |
I think the layout is frustratingly maze-like and is just too small for me to really find it that fun. |
I liked early iterations of this map, but I feel like as it got finalized the team combat ended up happening in the tiny hallways that lead into the building rather than the big main room in the building. This may have been a consistent issue with my team, but I haven't really played a lot of this map it feels like, just that one connector room. |
It's a pretty cool concept but the map gives me frame drops, I'd like to see it better optimized. |
i just wish it wasn't freeze tag only... |
This arena map is very pretty and played well. Rounds were usually over quickly, which imo is good for arena. |
A really pretty looking map with a fun little death match layout. While the displacements are a tad blocky and the interior sections can be cramped and have a few dead ends, it's got a straight forward layout that actually works alongside the gamemode. The artpass is also detailed and well done, especially for the time you had. |
Visually awesome and unique, plays pretty well (it can have moments where it feels super cramped but I don't think it's significant enough to mark against it). |
While the aesthetics are nice, the layout is very unfocused and doesn't feel like a good example of player destruction design |
My main problem with the map was the performance, the speed pads, and the significant imbalance between the teams' sides. |
While I like the ideas on paper, the framedrops and boost pads prevent me from having fun on this one |
Performance is a bit of an issue, and the gameplay is inconsistent |
The theming is super cool but I just don't think the gameplay works very well with the layout. It typically ends up in a stallfest where one team is hiding inside the house and the other has total control of the outside from my experience. This means if you choose to interact (leave your side) you are actively just feeding. So the best strategy is just sitting in your house, hoping people get bored and killing themselves. Also, very poor framerates sadly. |
Too busy, too much going on visually. |
Not a super big fan of detailing, but that’s just personal preference. |
The presentation of this map is great, but I never enjoyed the game play. The performance in the outside areas was always bad for me, and this only added to being incentivized to sticking to the inside capture zone and camping it. There was always a bit of a standoff where each team would pick a capzone and camp it, and usually the team that established itself on the outside capzone would win. |
The theme and visuals are cool but the gameplay feels unfocused and the speed pads feel clunky. |
perfomance is balancing between bad or very bad, i don't think a map with bad optimisation should get featured |
The jump-pad gimmick is fun-ish, but sometimes awkward. The map layout is chaotic. |
I remember playing this map and being frustrated by heavies going too fast and snipers having a field day in a huge portion of the map, but I can't be sure that it hasn't been fixed. |
Poor optimization and major layout issues stemming from its asymmetry. |
This map is an interesting case as the map itself can be fun for some, but unfun for others. It all comes down to how competitive they are in all reality I find. Reviewing feedback with a clear mind it's clear that most of the players were very competitive and against gimmicks. But when it was tested on other servers many other players actually found it fun. Now not to say it's a skill issue per say, but there needs to be some way if possible to encourage players to play less competitive? Not sure if such a method exists. Only other things is that the pads sadly aren't as integral as thought, but is a fun change up and a useful experiment, worth the try. Artpass is detailed and turned out pretty good from what was said. And finally performance is pretty bad, but how much it can be increased is hard to say. |
I think the gameplay of this map needs to be nailed down before it can be featured. |
Sadly I still think the gameplay drags it down. |
solid layout with solid detailing |
Don't think I ever had an attacking/ defending round on last that played well |
Poorly optimized |
Really enjoyed this map. Very fun, good detailing. |
rock solid map, runs good, last point never felt like its "THE LAST" point but i don't think its worth changing this late in development. |
Pushing last was very difficult, perhaps too difficult. |
Baxter, this is a fun little map that has a really good artpass. Displacements and textures are great! |
One of my favourite maps of this year, Valve really should've added this one. |
I'm torn on the layout and as the map is unfinished, I'd like to wait to see how it continues to develop |
I love the theme so much, but there's some areas that make me grit my teeth gameplay-wise |
Absolutely iconic, and the only pyroland map (to my knowledge). It needs to be highlighted. |
Has some nasty chokepoints. Also not a big fan of pyrovision forced on. (The effects, not the theme) |
This map, gameplaywise as well as presentationwise, is just really fun. Whenever I played it the only issues I had with it were some problemareas when it comes to performance, but these areas arent plentyful enough to really ruin it for me. The final point is a bit of a pain to push as of the last version I played, but thats my only layout related criticism. |
I'm personally not too fond of the map theme as a whole and that last point of the map is a chore to break through. Generally the map feels like it goes on and on with no real drive for it as an attacker or a defender. |
i can't stand pyrovision but when got over myself and played the map couple of times its a very good, it really does feel like goldrush 2 |
map that teaches me to love maps |
If I were to choose a map to feature this would be one to feature just down to the artpass and passion put into it alone. The entire map has so much effort put into it and has an amazing recreation of the pyroland style that fits the vision of it more than what most maps ever did. It also has a good layout. But that artpass, oh my... Nice job! |
The effort put into replicating the style of pyrovision is extremely impressive! The layout almost feels old-school with its chokes - this is not a bad thing at all, I really like it! |
We, uh, may have accidentally forgotten the "feedback" box for Chipper. Really sorry about that. We promise this will not affect our considerations regarding nomination.
Never played it |
I think it should've been automatically submitted just via the fact that it won a major contest. Please give that as a reward! |
Detailing and lighting is too weird and cluttered imo |
I feel like it's close, but the gameplay elements could use more refining |
In all the times I've tested this map I don't think this gamemode concept has worked very well at all. Since the points cap so fast you (as defenders) dont really get a chance to do anything if you arent already there. No interesting rotation around the points happen due to this. Last is also just a small meatgrinder with little interesting gameplay to be had. Wasn't very enjoyable, but cool theming. |
I don't really enjoy the fact a good chunk of the gameplay spaces are over a giant deathpit. Lots of visual clutter too. |
Very fun map with a fun theme. My criticism is that some points were more memorable and engaging than others, I think when I played I mainly played around A and D, but the other two points I don't really remember played around a lot. I sorta found my comfortzone and stuck to it. |
I like the visuals but generally this map is just pseudo VIP but with nothing special to it. I do like some aspects but I wouldn't say it's ideal |
i always felt like the last point being on timer wasn't working but otherwise the map brings a lot of unique gameplay and i like this gameplay a lot |
Once the enemy team discovered that sniper was strong on this map it was all over for us. |
I love the cityscape locale and I want it to succeed |
Noisy artpass with a gamemode that doesn't work very well, defense has a hard time. |
I mean, just look at it. The layout on this map is fun even if some angles (cough... D... cough) can be rough. The artpass can be a bit cluttered, but it has a good take on the soho style and never intrudes too much on the gameplay area. The whole gamemode setup too is fun and I did enjoy my time playing on this map. Overall it is one I think would be good to feature. |
It took a lot of tries, but I think it's in a great, fun state, and it looks awesome too. |
Do not care for the layout and the detailing is very basic with some overly dark lighting. |
I think the map is frustratingly close-quarters and I think it could've gone with some more development. |
While the map itself is okay in the macro scale, the gameplay seems to lack replayability and is often more stressing than enjoyable for players over time. It didn't take in the feedback as well as playtests would offer, so it ended up being a really tough map to do, anything (In terms of attacking, retaking, moving around) throughout the few times I've had the opportunity to play it. Its a very "still" map, where players don't really seem to be able to enjoy any other spaces, being induced to funnel to one path, and often found to be STUCK in place, trying to create an offense. My vote leans to "No" but everything I've stated does not grant that. |
Bland layout with only redeeming factor being it's above passible artpass |
I like the overall layout and placement of flanks, I just wish the lighting and detailing was a little more polished |
The artpass looks rough, but I haven't played it, so maybe the gameplay makes up for it. |
Dont think its polished enough |
It's not as exciting as I'd like it to be. This mightnt be a valid criticism and that's fine tho |
Curse of U-shaped koth makes only small portions of this map actually relevant, the "other" ring of geo is largely dead. This makes interactions and gameplay on this map feels super "concentrated" - there aren't really a lot of (relevant) places to go. |
I don't enjoy the gameplay spaces, and it is very dark in places |
Every time I have played this map, I have had a bad time. For me, it's simply not fun. It's too tight in many parts of the map, with the many sharp corners you have to make on your way from spawn to the point make it feel awkward to play. The Christmas props also feel tacky and out of place. |
I didnt like the layout and the looks of this map. I played many versions of this map and it didnt seem to have significantly changed |
It feels like 90% of the gameplay on this map was either playing the objective and as such spamming the enemy team through a choke towards their choke, or you just completely abandoned the objective and flanked on a completely unrelated adventure. I didn't have much fun on this layout and I think the map itself didn't look outstanding either, it was pretty basic in a boring way. |
artpass looks a biiit bland and the wrapped terminals and random christmas presents feel tacky, i know what the implication is supposed to be but it doesent help giant presents from looking like giant presents |
at alright koth map, congrats on finishing your first map |
The map's theme and visuals never felt noteworthy in any direction, but I don't remember having too big an issue with the gameplay ever. |
Artpass is decent but I have not played this map layout wise |
This map does not feel polished enough to be featured. |
I'm not sure on this one: it can be quite fun when teams are balanced. The detailing/theme does not do much for me personally but it's alright. |
A great example of 3 stage a/d with great visuals |
Map is already featured. I find it funny how this map continues to be the one featured map that gets the question "is it...?" |
Plays well enough, the layout is a little too all over the place |
I think this is already featured...? |
Hasn't this been featured already? |
Walked around this map offline, has the vibes of a community map from 2011. |
While not all too bad, feels a little rough around the edges compared to other maps put up for nominations here. |
I made this |
Interesting artpass, but I don't like the overworld layout and the underworld is barely innovative |
Gimmick is fun, but the lighting is STILL too dark and makes mid neigh unplayable |
Map was rushed to meet halloween deadline, was not excited by the gameplay. |
I think this one feels rushed and slightly weird looking |
It's a neat and well presented map, I was just never able to appreciate it because I'm not the biggest fan of either hween or the gamemode. My only bit of actionable feedback would be that I've felt a bit of performance crust in parts of the map before. |
artpass feels basic and blocky in some areas, some gameplay spaces feel clunky. |
The brains don't explode but for actual critique, I do appreciate the flair and appeal here but it doesn't really hold strong when the main announcer doesn't really strike to me as interesting. |
I know some people find this map's layout a bit odd but I really do like it! I found it's got a good flow and the artpassing was pretty good for a castle laboratory like this. Only suggestion would to make the map have more random tech pieces and computers or whatever around. Love the updated underworld btw ;3 |
This map does not feel polished enough to be featured. |
I personally really like this map but there are some choices that I'm not quite certain on - the voices are hard to understand and the layout can be a bit awkward to play around when your team's on the back foot. |
never played it |
Honestly not a fan of Koth in general and this map leans too heavy into the formulaic Koth formula |
good layout that don't feel like a generic koth, i like the theme, one of my favorite koth map i've played on tf2maps |
Had a blast playing this map, very fun. However, engineer encampments could be very strong for the defending team and there weren't many ways to deal with them except for spamming pipes as demoman. The flank route on the sides of the map could use a little more cover for fighting enemy snipers here. |
Like Conifer feels just a bit too rough around the edges compared to the other maps, sorry |
Fun KOTH map! Looks great, plays great, it's very easy to see this being added. Can't go wrong. |
Layout is unfocused and visuals are sub par. |
I think more work needs to be done on the artpass, it's very barren-feeling. |
Detailing is a bit strange |
Feels somewhat basic, the artpass feels like it doesnt do much new. Again, probably not a valid criticism |
This seemed messy and I didnt like playing it as much |
I haven't had a lot of fun on this map, but I was never bale to put my finger on why that was. Since I still can't, I'll chalk it up to a general preference thing. |
great concept! artpass looks unappealing and messy, layout also feels messy and lacks focus |
The map felt ok to play but I don't think it's up to the standards of official Valve maps. The map feels in general a bit blocky and unfocsued visually and gameplay wise. It would benefit from some streamlining and by cutting some redundant routes and rooms. |
always felt like there is too much angles on mid, an alright koth map, i really like the spawn areas detailing and 3d skybox |
Leaving spawn and getting to the point can split up the team a lot. (and a little confusing to find at first). The point had back-and-forth, but usually the team that won the first midfight would control the room. Fun map though. |
Has an interesting idea and I like what you're going for, but layout felt a bit odd from what I can remember and overall is close to what I'd see featured on the site, but just needs a bit of extra flare and oomph into it to bring it up into par. By no means a bad map though and I can still find some enjoyment in it, keep it up! |
The best freeze tag map in the set in my opinion. The combat was varied and the entire map is used in gameplay. The theming is perfectly servicable and I am just having fun on this map. |
Out of all of the FT maps made, this one I felt was rather weak out of the rest. |
The visuals are solid, the gameplay space seems like the appropriate size for Arena. But something I can't seem to articulate makes this gameplay feel weak. Maybe it's the high ground just frequently leaving your teammate totems stranded, or the very open and spotty gameplay spaces that don't leave much room for defensive positioning, idk. |
I'm sorry to say it but I just am not a huge fan of this map Zythe, I'm sorry. It does have some nice geo work and assets I'll say that, and the layout isn't all too bad really. It just felt too safe for the gamemode both artpass and layout wise and just needs some extra balancing and polish really. Still did look pretty good in the cryochamber room, but the exterior and the skybox could've been a tad better imo. I feel with a bit of extra work this would be a sure fire addition next year, keep at it! |
Never played it |
Not really my bag but I can tell a lot of thought and effort was put into this gorgeous map |
As much as i like the gimmick with cultists instead of robots, I don't think it carries the idea further. |
robot destruction... based... so fucking based... |
To be fair, I probably want to play more before saying, but I do like what I've experienced and the artpass and assets look awesome here! Lighting is also awesome so just looking at it, I can see it getting featured anyways. Is just a case where idk if I can say much on the layout. |
As fun as this is I'm not convinced on how the mid area is designed - it almost feels like you didn't want to design a unique mid. |
Never played it |
Winning StD, it only makes sense. |
I made this so it prob doesn't count |
Very poor optimization, pushing through C as Blu is boring and rarely has pushback, last is too open |
Great map |
It is solid but I feel off by the inclusion of team robots |
This map is my first oshi and its literally perfect |
solid first map, congrats on win maya |
Map favores RED a lot, due to long walk for BLU to get to the point, and defenders having high-ground and strong sniper sightlines. BLU needs an engie to build a tele, but there is nowhere safe for the engie to build a base. I've never seen the end of this map because RED has a lot of strong places to holdout. |
Hey Maya, good map. ... What... that's all I got to say? It's got a good artpass and from the earlier versions it seemed pretty good. Now fair warning, this map in it's current state crashes my game for whatever reason. Now is not like I have a bad machine, no no. But idk why it just does, that's why I had to bump the vote down sadly. It is an issue with how it is being processed in game so not sure. This map is probably going to be featured anyways so is not a huge deal lol, nice job anyways Maya. |
Never played it |
I don't think we have any 2koth maps featured yet. |
Gameplay and Detailing is very ordinary, map has yet to find its identity. |
Personally believe that the map is rather bland. Lots of areas that could do with more polished visuals |
This needs more bespoke australian assets |
This is my favourite 2koth map of all the ones I've played. |
2koth is a rather finicky mode that maps either get it decent, sub par or just bad. I myself don't really like this variant that much and I find it rather sub par. |
i had fun, simple layout, simple connectors, simple solid map |
This map is very good, please do not fight me on this Gex. I enjoyed playing on this map and was most certainly the best one made of all the maps made in that contest. I found rotating was fun, and even though there were some engie issues because of the rotating, I enjoyed my time anyways. The artpass could still use that extra bit of polish yeah, but nothing that can't be changed. Love what you did here and was a bit of my inspiration for mapping moving forward. Awesome job, please feature this map! |
It plays fine, but does not feel polished to me - very blocky, and while intentional, having both point zones basically be cubes is a little boring. |
Unfinished |
Halfway decent artpass, but the other half is terrible (mainly the last stage) |
I'm not sure this map is finished enough to warrant being featured? |
Really cool detailing but unfortunately doesn't make the greatest gameplay. Overall the map feels a bit oversized? There are a lot of massive open areas with huge high-grounds next to them that makes playing it feel a bit awkward and sniper-dominated. Some points feel poorly thought out despite awesome detailing (stage 3 last where attackers legitimately dont have any valid flanking options due to the water route being bad) |
This map should give itself more time to clean the edges, not enough stands out as stellar. |
This one is still in development, I don't like playing it much as it has some issues with points |
This map is my second oshi and its literally perfect |
I like it but it is a damn chore to capture that last point. |
Pushing into last is universally awful for BLU. There are strong sentry spots, strong sniper sightlines, it is easy for demomen to spam the cart in the final tunnel, and if BLU tries to ubercharge a player to make a push, the defending pyro can airblast the uber into the water. The map looks nice, and I don't want to be so negative, but I've never had fun as BLU on this map. |
Feels pretty solid, but something about the displacements and red dirt doesn't look right. Being as pervasive as it is, it's weird that the dirt just always feels like rigid, geometric brushwork instead of smooth and organic displacements. |
Woof, this is a hard one. On one hand yes, there is effort and a good map here. But at the time I'm voting it just feels too rough around the edges to feature. Sorry but I just can't vote all too well, but I may change that in the future. I see a good map here, but is one that needs some extra balancing and much more work done on the artpass. So far so good on it but it feels a tad empty and could just do with more around and more interesting dynamic details. |
Overall good! But something still nags me. I don't think the chokes are that fun? |
Fun design and great visual theming |
overwatch clone(?) |
This is 2016 map, why is it getting featured now? Also, it feels very similar to the same map in Overwatch 1 |
I mean there's not much I can say, this map is just a classic and is shocking it hasn't been featured yet really. |
Never played it but it's pretty. |
I am not much of a vsh guy, but I really enjoyed this map whenever it came up. I really enjoy how open it is. |
I have not played this map, artpass looks good though I like that part of it. Feels very grandiose, nice job on that! |
Visually great, plays fine. I'm not sure if the gameplay is good enough to stand with the featured maps though. |
Didn't care for the layout but the visuals are nice |
Haven't played this one! |
Isn't this already featued? |
also one of the best koth maps i've played on tf2maps, i thought its already featured no? if no then it MUST its a really unique layout that plays really good |
Had fun on this map, but defenders usually held the point the whole game. |
Oldschool community map vibes |
I can't even remember if I've played this one lol |
Never played it |
Mmm... not yet. I think Fopdoodle needs a little more work in making the custom upgrades feel worth it. Really appreciate the feature though! |
Could do better, better art pls |
Novelty is very fun before it wears off |
This does not look anywhere near enough to finished. |
Dont think its polished enough |
Do not believe the map is polished enough. |
Detailing is rather bland and doesn't make much sense. Medieval cobblestone and torches suggest an older theme but the buildings themselves don't look that old. Detailing in general is a little sparse. |
Demoknight was too powerful |
I have never seen this map |
My fondest memories on this map are using the crusaders crossbow like an SMG in a gamemode where most other classes are confined to melee weapons. It's bullshit, but the fun kind. It should always stay this way especially since its easily countered by bullet resistance. |
gameplay around last feels bad, artpass doesn't look "done" enough to be featured |
i wish crossbow upgrade wasn't nerfed but it's still fun |
Unfinished artpass, requires further development. |
Imo opinion, as said with some of the other maps, just feels a bit too rough to feature at this current state. |
It's fun, but it can feel a bit bland (surprisingly) at times - I think it's because there's only really one main route, with the 'flanks' just feeding back into that route. |
Great example of the cp pl mode mix along with solid visual design |
Hard to describe how I feel about this one. The payload section was more fun than the attack/defend part at the beginning, but removing it defeats the gimmick of the map. |
Oof, while not a bad map per say is also not my favorite. I remember playing this one and just having an average experience so not something I find is bad, but the artpass and layout just feels like a TF2map, not bad but not my favorite. Sorry |
Never played it but looks very busy |
Mid koth layout with a initially impressive gimmick that really should add lots to the map, but in practicality doesn't deliver. |
I played on this map and had a blast, for what its worth. One point of critique I have is that the skybox sometimes flashes very aggressively, which is disorienting enough to make me blink on the spot. |
Tornado just lacks the proper sound effects it needs for how dominant of a gameplay element it is |
Pretty fun map with a cool concept and nice looking artpass. Plus I'm a sucker for rainy nighttime maps |
I don't want to sound overly mean but I really dislike the layout of this map and its visuals are simply, fine. Also doesn't really feel very Halloween even though it is. |
Am I crazy, or wasn't this added in game? |
I would prefer the non-halloween version to be featured, as it is the true essence of this map. |
Fancy visuals are too flashy and distracting, especially in the sky |
I've never seen this man in my life |
It's a well done reskin but it is just koth_harvest |
It's a reskin. I don't believe we should be featuring reskins. I physically can't make that actionable, that's just my personal belief. |
Harvest enjoyer, guilty as charged |
Gorgeous, but I don't think we need a harvest reskin to be featured. |
don't really like reskins of old existing maps, doesn't really add enough new stuff |
I do not like reskins at the best of times but this one doesn't really do much interesting |
Passable reskin with very little change to gameplay. |
it looks good but this is a reskin of Harvest |
I know what this is based on so i can clearly say it looks good but i dont remember testing it |
While cool, from what I remember it was a cool idea that just feels a bit rushed mainly and is barely even distinct in an interesting way from base Harvest. Sorry but just isn't my cup of tea and feels like a wasted feature |
Fun layout, good visuals |
The art doesn't strike me as TF2-y. |
great koth map, great use of dropdowns and staging area before point |
Only played it once, defenders never lost control of the point. |
Remember layout and artpass being pretty good, just not sure as I'm rather neutral to it really. Cool idea at least! |
Unfinished with many layout and detail problems. |
Haven't played it. |
Haven't played! |
People are going to vote yes because its Crash, but I think it looks rushed, and the goat could be cooler. |
Awesome detailing and goat but the geo feels insanely claustrophobic sometimes, especially in the payload stage. |
This one feels rushed |
I am personally not a fan, I never had much fun on this map and I also remember there being significant performance issues in some areas. But I also know that Crash is pretty popular outside the tf2m community, so for a feature map this one fits in quite well :clueless: |
gameplay in parts of the map feels poor, some areas feel too tight and buildings feel awkward. |
kind of strange to nominate map that was never tested to tf2maps servers, how am i supposed to know how it plays? |
The flank routes are often maze-like, and the main route is a little too tight. Overall it's fun even though it needs some ironing out. It could use more windows to be able to see the enemy before engaging them. |
Hard to explain really, just not a huge fan. It does have some interesting geo, but in general it feels a tad rushed, oddly detailed and just feels like things are in here just for the sake of being here, if it were to get some extra updates and things moved around I think could look good. But as it stands just feels rough and a bit generic for the concept the map is going for. Not really bad, just needs work, sorry. |
Never played it but looks decent |
Haven't played! |
A direct lore implementation that I don't think is cheap! |
I get that it's kinda the point but the whole map is grey and boring to look at. The only splashes of colour are the control point signes and the sparse vegetation on the sand. |
Texturing/ lighting is too depressing |
This map genuinely is just distillery but in a way I don't like that much especially since it would have benefitted from the mecha hale boss since the map itself is based on the comic event where the mercs fight off robots so why not have the mecha hale robot here? |
I do like the layout on this map and I mean that artpass... one look and you can tell it's nice! Good job Ismac! |
Never cared for the layout as it can be very rough for blue to break through the maps chokes but the visuals are solid and it's well made overall. |
I think the significant height and constant rollbacks and rollforwards makes this a very unfun map to play, and I wish it had actually changed for that rather than having moved straight to the artpass section. |
It alright |
Last is really, really messy. Routes kinda going all over the place, the makeshift bridge is annoying to work around; it feels like a big fightclub with no proper frontline anywhere. The train finale just adds to the chaos. First is OK. 2nd can have the house be a nightmare for attackers to attack if RED locks it down; RED can cover all routes without needing to rotate since BLU doesn't get meaningful alternative attack routes. 3rd is OK, usually just gets rolled. But the Last seriously drags this entire map down. |
Extremely poor optimization, flow does not send opposing players against each other, certain areas have confusing hard turns. |
This map doesn't feel enjoyable to play and its the same wooden structures all over the map |
I enjoy dancing around the upper floors before last |
I like this map. While the wood textures feel a bit repetitive and could have more variety, I like the ending and the layout and the geo looks nice. Yall did good! |
This feels like a PROPER payload map. Idk how to describe it. Good fun. |
It's a classic map but that doesn't mean it's a good map. |
Haven't played! |
i don't think people who have played it even remember how it plays at this point |
OH LOOK IT's... wait... you're not Dustbowl... where's my bowl? |
it's so pretty |
I only played this map once or twice, and the gameplay seemed varied enough, a lot of the map was being used and the map that is there looks very pretty! |
Prettyyyyyyyyy |
Overall I like this map even if there are some minor nitpicky reasons I may hold off on featuring it. While the map is gorgeous, the lighting pass feels a bit out of place for a video game in general. It's very bold with high contrast shadows and there's a distinct differentiation from dark and light to where it looks more like something like Zelda: The Wind Waker. This map could benefit from adjusted environmental lighting values and more lights around. The layout as well while not bad, feels a bit too open and big which is good for keeping space for the statues, but makes it so sightlines and cover are a prevalent problem. Overall I do like this map, but with some tweaks I think it could really benefit the gameplay and make it overall more enjoyable. Still a nice job! |
As visually pretty as this is I'm not too big a fan of mid being so difficult to push through - there's effectively no flank route. It often leads to a spamfest where teams take potshots from behind cover, which isn't too fun imo. |
Never cared for the layout. Decent visuals. |
This map feels awkward in the current era. I suppose that was the point, but the archaic gameplay and theming doesn't fit the current community. |
Last point seems unfinished but it does feel like old school tf2 map |
It's been a while, but I remember this map being pretty fun, some problems I had with it was that the spawnrooms looked too similar to eachother, which was a problem considering that there were teleporters in them, so once you used one you were never sure whether you were actually teleported or if your teammate nabbed it. |
Defenders have big sniper sightlines that look directly at the point, and there is no cover on the point. RED will like this map more than BLU. |
I remember having a rough time as engineer at points with this map, but overall enjoying the routes and corners throughout the map. |
I have shreds of a memory but nothing is coming right now |
Well executed theme, fun to hold and push. |
Frost moon but without the Halloween stuff. I just don't care for it's layout. |
Haven't played! |
I'd rather this be featured than the ween version; this is much better looking. |
Some great payload map design throughout. Last is a bit of a shlep sadly but it is overall pretty. |
I didn't find it that fun, the custom props stick out sorely, and I will never not think it's on Mars. |
I think this map is awesome. It looks really great and it plays well for the most part too. I remember playing Medic on red and waiting for my team to show up for like a full 40 seconds, but they never did, so I imagine there is some weird routing going on and they somehow managed to sneak by me. Thats the one problem I have though. |
even tho i don't like this map because playing engineer on it sucks ass, i'm still giving it a pass |
I've never played a map that feels more sandy than this |
Remember this map being fun when I tried it and it looks pretty good, the most stereotypical good TF2 map lol |
Only played early versions of this map. It was fun enough but kind of unfocused design wise. Looks good though. |
Gameplay is quite spread out, and the balcony high ground proves to be very unfun and ruins the experience |
Awesome detailing but unfortunately never really had a good time on this map. Since the map centers around an inner-highground whatever team is winning will usually end up with a stronghold of it so the losers lose even harder. The boat occasionally forcing them off can sometimes rectify this, but it's rare for it to be a meaningful time for the losers to act. |
Too much visual clutter imo, plus a lot of long sightlines due to the nature of the game mode. I don't really like being stuck in the trench at the middle when trying to cap points. |
gameplay most times i played devolved into players spamming each-other across the bridge until one team manages to get infront of the highground outside of spawn, not very fun, lighting feels weird too and way too saturated of a pink, artpass otherwise is fine. i dont like the announcer voice. |
The map feels a little too open and it's rather easy to guard the deposit point. |
Felt like I was either spawncamping or being spawncamped a lot due to the highground that is mid. I may just be a PD hater (I am) but this felt worse than usual about PD woes. |
Good map :3 |
Probably the best pipeball map overall. While it's visuals are nothing special, it's the ideal example for how pipeball could successfully work as a mode. |
Better aesthetics of the pipeball maps, but I tend to not enjoy my time on pipeball |
Pipeball has never been and never will be fun |
Artpass looks incomplete. |
don't think its there polish-wise |
This map and gamemode both feel unfinished in my eyes. I like the concept, but think the ball control could benefit from a scripting boost. |
Very sparse detailing. Very empty in general |
Aside from my burning hatred for pipeline as a mode, the map itself is pretty middle ground if anything since there's nothing much else it does in a strong manner so there's that and a mode that's not really fun. |
Probably the most winning pipeball map, but the gameplay spaces are just kinda empty and blank. |
Suprisingly fun and not one sided, you can always clutch this. |
I'm neutral to Pipeball. |
I worked on this |
Already featured. |
Classic. |
I'm once again confused. This map has been featured for 2 years now. |
Fighting for control inside the mid building is fun, but the outside areas feel like wasted space because snipers control that entire side of the map. |
Hey you're not supposed to be here... GET OUT OF HERE NAPKIN!!!! |
I think it needs to be polished more |
layout's wack yo |
Haven't played, looks very pretty though! |
Haven't seen this map before, which is a shame, its pretty. |
building prop spam in the skybox with the same 5 logos looks bad |
When I played this map I kinda felt like the geo was very awkward. I can not put any reasons behind why it does, intuitively I wanna say that the highground and lowground have something to do with it. I am not a fan. |
Played a tiny bit but I thought it was decent. The artpass looks nice and the layout suffices. Would probably need to play again before I make a final opinion on it. |
I'm not a fan of how mid plays out: the road flank is a straight line and the mid point can feel like a meat grinder in a hectic battle, dissuading me from trying to cap. Very nice looking map though! |
Never played it |
Haven't played. |
Haven't played! |
very strange layout for an arena map, mid is not fun to fight in, and there's breakable wood planks that open part of the layout, something a featured map i think should not have. |
For being a reskin of a Super Mario Bros. 3 fan map made by the same guy a year and a half or so earlier, this was a decent attempt and the layout still surprisingly played pretty well even if it was most certainly a new take on the Arena mode. Also I still like this artpass! |
Haven't played! |
I think we only need one or two freeze tag maps to be featured, and there are better options. |
I enjoyed the gameplay on this map as well, but the theming never hit home with me. |
idk, it's another freeze tag, i don't like freeze tag but the maps are still good on their own |
Artpass needs more work from the pictures? |
While the map has potential, as it currently stands I feel the layout could use minor adjustments to reduce jank and improve gameplay and angles. Alongside that the artpass is very bland and kind of rough. It looks rough. Now, is not something that can't be fixed. But I feel the lighting entirely needs to be rehauled and the walls need to have more going on. You have a theme like this, might as well go all out! |
The theming is nice but gameplay-wise it still feels awkward to me - the flanks are pretty long leading into the low-grav room and mid is a nightmare to push into that never feels safe. |
Similar to Half Acer it is a classic but idk if it's layout is solid enough in the modern age |
Last feels really uncoordinated. Another case of it feeling like a "big fight club". I don't think I've ever had fun attacking it. |
I would prefer this be added to chipper, as while it is standard gravelpit style, it adds a fun spin to the geometry and gameplay areas. |
solid |
I feel like I'm playing a TF2c map already. |
Been a while but I remember this map being good fun. Decent artpass and layout, an overall good map that I wouldn't mind being put in. |
A fun take on a gravelpit-style map. |
Great take on CTF with a fun gimmick |
This map is tf2 Incarnate. |
It was better when the map stalled like 2fort but allowed capturing, it was screwed over by applying feedback from players who want to end the match rather than fight the enemy |
splendid ctf map |
The gimmick is fun and original, and I've had fun playing, but one of the updates to this map moved where the defender's spawn room is: It used to be behind the intel room, but was moved to be next to it, which causes the common CTF problem of killing a defender to get into their base, then by the time you get the intel the defender has already respawned and is blocking your path out of their base. |
Had the most team-based gameplay I've ever experienced as the server mostly entirely was invested in stealing the monkey or protecting the monkey. I got to get into position as spy and sap the building at the perfect moment, and that was nice and rare for a ctf map. |
Monkey :3 |
The indoor areas are fine (and monke) but I don't think mid is that interesting to play around, even if it might fit the maps style. |
Never played it |
Standard koth map (not a big fan of Koth in general), but the artpass is at least somewhat nice. |
Detailing is scaled strangely |
Extremely too much visual clutter going on. I also personally just don't feel the need for the custom point hologram. It's so much larger and different for no reason and just contributes to the visual clutter. |
I remember enjoying this map quite a bit. |
artpass feels INCREDIBLY noisy, lots of signs, colors, props and massive clashes of custom assets to me, ruin what would otherwise be a really cool look and feel for a map. also suffers from massively inflated file-size because of this, assuming these would be presented for server owners (in featured), its probably not something they would find appealing. layout wise its good! i do not like, nor think it needs, the custom announcer voice. the voice acting feels stiff and rushed (not rushed as in no time was spent on it, more as in the voice actor is rushing the lines out of his mouth really quickly) little pause between words, the raspy voice doesn't fit and i have no idea what hes supposed to be. i don't understand why this koth map has a custom announcer when its not a gamemode that would need one (like PD or something like Crasher) |
last time i played it had optimisation problems |
I like this map, it oozes charm and overall looks and plays pretty well! It has it's own identity and tries something new, I love seeing it and hope to see more maps take after it. |
Plays well, looks pretty good, though I don't think the announcer was needed tbh. |
Never played it |
Haven't played recently enough. |
funnee gimmick |
This one is still in development |
This map is my third oshi and its literally perfect |
JOHN WILKES BOOTH'S DEATH HAT |
Fun! (Although the sniper sightlines were annoying, and defenders can easily control the highground with a good teleporter encampment.) |
Always felt like I was being attacked from every angle around mid. |
Still in development |
Change my oil idk... |
Needs to be finished first, still WIP, doesn't feel feature ready. |
Very slept on map - layout fits the theme like a glove, it's just a fun map. |
Really love this map, both layout and visuals |
I genuinely don't believe 3CP Steeltype benefits this map. |
Hasn't this map been featured before? |
I did not have relations with that map |
Balance-wise, it sadly still doesn't compare to other maps - B is kind of a strange point with red sometimes outright ignoring it, and going into C can be tricky. It's still in the best state I've seen so far though, and visually it's nice! |
Never played it |
The read me and things that don't make sense in universe in spawn sully it. |
I enjoyed how counterstikey this map felt, but the crossbow nerfs kinda made the gimmick less enjoyable to me. |
A pretty little map. I love the visual style and detailing on this map and the layout is a fun take on medieval that I could quite enjoy! |
I'll be honest, this map is proof to me that I don't think upgrades + arena is a combo that will ever work in a game like TF2, where the TTK can be so fast. Upgrades simply make arena rounds even longer to start, which is just annoying. I do respect the attempt though! |
Never played it |
Already featured. |
Haven't played! |
Proot... sounds like the noise an unholy fart would make... Awesome map anyways! |
Never played it |
Haven't played! |
Best incredible missions that i have ever played |
This map has some awesome and memorable missions on it, and the theming is great. It's kinda weird that the robots circle around the shed during the final stretch but that was my one complaint. The artpass right now is a little rough, but I trust it'll be ironed out soon. |
Ranch on my er |
Never played it |
God rocksalt is so pretty but it's often a really bad one choke |
Feels like an oldschool map, the type that first pushed the boundaries of the setting. I was surprised to learn how recent it was made. |
wow that is a beautiful screenshot, I hope to play this map at some point. |
This one feels like it has never been tested and has flawed gameplay |
very impressive structures and buildings, however falls short on being a tf2 gameplay space in areas. some parts feel over-scaled and tall. lots of prop spam to make cliffs which ends up noisy, and causes some severe frame-rate issues. |
A really great looking map, but gameplay did not match. Defenders have huge high-ground advantage and there are big sniper sightlines. The first area has a chokepoint (a narrow tunnel) with only one way through and no flank routes - hell! |
Looks nice, can't remember gameplay all too much. |
Never played it |
This one grew on me; lights are STILL too yellow btw |
Detailing is messy or unpolished, and the sky texture is too stylized for TF2. |
Map is very dark, and game mechanics aren't very intuitive imo. The cow noise is also very grating. |
The cow goes moo... or is it oink? |
A byre-like that uses the two points for something that makes Arena more interesting and engaging is cool. |
Never played it |
Haven't played! |
Valor is the same, but better. |
I did not enjoy the gameplay, and was somewhat irked by the theme. I don't necesarily think this falls on the mappers, who are obviously quite competent, but something in this environment feels heavily forced. |
Extreme visual clutter. Worse than embargo. Lots of flat empty spaces. |
extremely noisy artpass and no fog, does not look very good. gameplay around the car feels janky, and the gimmick tends to encourage snowballing rather than comebacks. |
The whole "get pickups to get buffs" is a way to actively screw over the losing team and that announcer is annoying. |
I didn't really enjoy playing on this map whenever I got the chance to play it. I found the layout was very open for sightlines, but the pathways you need to take to get to other areas are in odd spots for movement that made it a slog to play through. Artpass is fine but aside from some stand out buildings for brushwork, just feels too clean and bright for a city like this. If the textures used had more grime and the streets themselves were a bit more real feeling I think it could work, but between visuals and the layout I did not enjoy this map whatsoever, sorry. |
Never played it |
I'm happy to see my map of the year thread had some impact |
The greatest. God of mapping. So fast and smart. Wow.. |
Awesome detailing but when I played it I just didn't have a good time. The train feels more obnoxious than it feels fun. I've kinda had a perpetual feeling of "where the hell do I stand" since the map is so tightly split into highground and lowground. I just never wanted to be in the water. But since it's so big I also had no idea where the actual effective routes were. |
why not? This was a standout in the 72hour. |
It's better as a decoration map, not a playing map, optimization is non existent. |
When I played this map it had several issues relating to the train, that would clip you through walls. if these have been fixed, I think this map would be a fine candidate for a featured map. |
wtf its already finished???? crazy |
Full disclosure I have never played this map or heard about it until now, but it is such a pretty map it is taking control of my brain. I want to walk around and explore it. |
GORGEOUS, this is what I want to see when I look in the mirror... sigh. |
Mid feels clunky to play around, it didn't really work well with me. |
Visuals are great and Crash is a great guy but this layout never really sat well with me. It's too tight in some areas and too open around the point imo. |
I feel like there are no really significant routes onto the point, and it becomes rather frustrating the more I played on the map. The point very much felt like "If we have it then you lose." I also just don't really like the rat men, they are not fun to fight. |
Haven't played, looks fun though! |
Felt like it came out of nowhere, I think featured maps should be ones people are familiar with. |
A great and unique aesthetic, and the rats are fun (even if they have too much hp). The midpoint itself is solid, albeit a little claustrophobic. The routes to get the point are slightly maze-like and it splits up the team. Defenders have strong sniper/sentry spots. If the winning team takes control of the losing team's side of the map there is little they can do to make retake space. Did I mention the art-pass is amazing? |
I never really enjoyed this layout for whatever reason... just didn't not resonate with me. Artpass is passable, but it feels a tad confused in areas. I think what made this map just not really hit as much as intended for me was the lack of a truly original concept. It just felt like another holiday map with a boss/enemy that was just a reskin of what we currently had with minimal changes, which is pretty well what it is. Not usually a bad thing, but kinda like the whole trend of adding animals it just feels like it was done less to benefit the map and more to make it stand out on the workshop front page when Eric Smith would be looking for maps. Not a terrible map by any means, but when we have all of these other maps with vscript and map logic gimmicks, it's just a bummer really and just feels uninspired and not willing to take a risk. |
It's alright, but I feel like it relies on the rat men to stand out (and I don't think they really belong in TF2). Mid can feel a bit spammy at times. |
I made this and I can do better. |
I wish this map differentiated itself more from DeGroot Keep. |
Mosh pit style gameplay on last really is bad when the map has Degroot Keep cp logic |
Still not a fan of the overall layout |
There are better medieval maps that are already featured, the bar has been set higher than this. |
Not polished enough yet imo |
The artpass is quite crude, the gameplay uninspired, and I don't believe this is a more feature worthy than some other StD maps |
This map has a way of filling me with medieval spirit that even the best medieval maps don't manage. Roleplaying magnet, that's what I say. |
This felt like degroot but worse |
I cant really say anything that hasnt been said already during STD; this feels too derivative of degroot keep without any spin to make it unique |
The map plays too much like degroot keep. The artpass could also use some more time, the buildings look odd. |
As a medieval map, it's pretty standard and I wouldn't say it's that good. Just standard. |
Most of the detailing, particularly on the buildings, feels flat and lack-luster. Gameplay-wise it feels like a copy of DeGroot Keep, with nothing interesting to differentiate it. |
Love what this map does for medieval. It takes a map like Degroot keep and reinvents it and makes it fresh. I love trimping on this map and the combat zones are fun. While there could be more done on the artpass yes, it's passable considering the conditions it was made under. |
I enjoyed it, but it does feel a little too close to Degroot Keep for my liking, and visually it could stand out a little more. |
Never played it |
Feels unfinished |
Hard to say on this one, just wasn't really... captured? That's the best way to sum it up I think. Not a bad map really, just more something I don't see on the frontpage. |
Looks good but a great example of CTF's problems as a mode in TF2 |
Not a fan of the back yard layout, as it doesn't flow nice and tends to result in stalemate matches. |
Should save this spot for Doomgoose, but then again, this is the closest I can get to voting for Doomgoose. |
Not polished enough yet imo, needs more development |
I have a lot of admiration for this mapper, this is definitely their flagship map at the moment. I hope all the skills they've learned form this map are taken into their next projects. |
It's fun and simple, optimization is lacking. |
For ctf this is a perfectly fine map. I am just not the right person to judge ctf maps. |
Not a bad deathmatch map, but defending the intel is too easy. |
Feels very solid and smooth. I feel like the vistas behind the intel could look a little more detailed though? It looks like something is missing or unfinished. |
I guaranteed have to had played this at some point, I just can't remember it... |
It's fine overall |
Haven't played! |
ok honestly how have you not added this one |
This map has a giant sightline which meant any slow class would instantly get shot by any sniper across. |
Upwardn't. |
Never played it |
Haven't played! |
not polished enough |
When i played this map with a few friends the theme always felts bit off, not like badly made but the maybe it was the lighting that was off? Also i didnt really enjoy my time has an engineer, since i felt like there werent many good places to build. |
I think this map needs more work on its layout, its too open, not much cover and the mission designs could be improved too, didn't feel intriguing enough. |
Skankus |
Never played it |
Haven't played this. |
Haven't played! |
This looks like a cheap Halloween reskin. |
not polished enough yet imo |
I really enjoyed this map in the recent potato campaign. |
Dude there is a solid string of maps I've never touched in my life, what gives? |
Ok visuals, Ok design. Nothing really stands out. |
Haven't played this. |
I would rather Sandswept be featured, it offers something new. I've seen snow before. |
A and B are quite fun, but on C it becomes really hard for blu to push if they dont use the flank. |
Gameplay wise, The A point was quite boring. I think a simple change to that area would make the entire map feel more solid. I also urge the mapper to be more consistent witht he texturing. For a while i felt that some places looked awkward in an unexplainable way - until i noticed some brushes having metal and wood and concrete on it's sides alltogether. sometimes this illusion works, but done too much, it detriments the entirety of the map. |
The layout of sand-version was flawed and unfun to play |
Awkward to push last |
Severely unfinished detailing (everything looks very blocky and flat) |
Decent map layout yeah, but I don't think it's as cool as it's sandy counterpart. If it is or isn't on the list already, I'd just stick to the original over this one. |
Reskin, I think the original should be featured. |
Really fun layout with great visuals and a nice stargate reference. |
This is a beautiful picture of the map! |
Haven't played! |
Pretty map, but BLU needed more cover pushing 1st, and more options for pushing 2nd and 3rd. Attacking team can get split up easily. |
Overall a fun layout and stellar visuals. I like it! |
A cool twist on the egyptian theme and pretty fun to boot. |
Haven't played! |
Another map that I think uses its playspace very well. |
The explosive spam in the narrow corridors was annoying. Never felt safe on this map because a flanker can appear behind you at any time. |
A very original stage theme with some novel fighting spaces and lots of places to secretly respawn teammates |
The layout is decent, but the visuals I thought were a bit cluttered and the map was kind of dark with some clipping issues last I played. Not something I'd rule out completely, but I'd need to see some adjustments before I change my vote. |
A fantastic take on TC. |
The map never got properly updated to function with TC rounds and I don't think it should be featured because of that. |
The theme is beautiful, and the time this map was made in is impressive, but I'm simply not a fan of the game mode. It may be enhanced arena, but I found myself frustrated all the same. Some of the newer enhanced arena modes don't have me feel this way (like freezetag, and Rural's respawn mechanic.) I would look into including something like a respawn mechanic into this map, if ever possible. |
This map is my third oshi and its literally perfect |
This map is annoying to play in. Especially with how moving into territory works here. |
During the contest I viewed this pretty poorly just due to the lack of cards. Now that I look at it without contest goggles on I can see a really polished, well done map! Sure may not look so much like Austria but I still like the visuals here all things considered. And the layout is pretty decent too, |
This map was pretty much always visuals over anything else and I never cared for it's visuals |
Stallone is too small of a KOTH map for me to really feel like it'd be feature-worthy, even if imo for a small KOTH map is quite good. |
Haven't played this. |
Haven't played! |
Should've been featured years ago. |
Lots of clutter in gameplay spaces, and OOB spaces are quite distracting with the amount of detailing put into them imo |
Awesome assets, decent detailing, could use some work and alright layout. |
I made this |
Honestly the layout is fine, but the artpass (or I guess London style artpassing) is just boring as all hell. |
It alright |
Map is very flat and grey and kind of miserable to look at. |
This map does not offer much other than the somewhat neat idea of the deposit area moving around like it does in the map. |
Fun compact layout and a neat style. |
fun enough layout that could still use some work |
A little too overscaled for my taste |
Hadal is already featured, and in game. |
The gameplay was somewhat fun but I have always felt it was inconsistent. Hm |
Cool detailing but gameplay is just kind of miserable. B is a cube room where attackers get no meaningful flanks since RED does not need to rotate - they can cover all entries at all times. Last feels insanely messy, especially with the weird wheels. The one-way one meter away from the objective really, really isnt a good idea since it makes for rather silly gameplay. 1st is OK but also feels kind of disorganized - attackers only get lowground options to push from outside of the funny vent which is one-person sized, so can't be used for a full push. Good call to remake it. |
I'd advise to wait another year, as the 2.0 version is being worked on, and has so far far exceeded this version. The gears were a cool addition though, hope to see those again. |
There is a reworked version currently in the development? |
I really enjoyed this map and am kinda disappointed to see that its being completely changed. |
no because a V2 (remake) is being worked on, so to have its old version be the featured one would feel weird |
I didn't like the theme since there's really nothing of worth with it. That and it's not a strong layout. |
Personally think that this map was doing pretty good. A good amount of space in each room, pretty well lit, intuitive flow. |
I love this maps gameplay but i dont know if i like its artstyle when combined with tf2. |
This version of the map has boring, repetitive detailing and somewhat unbalanced points. |
Hello how are you, I am under de water. Help me I am drowning, ohohohoooooh |
Enjoyed this one, but the balance of B and C are questionable, and C can be awkward for both teams to play around (the giant gear especially). |
neat gimmick |
I like the concept and theme, that's about it though |
The gamemode was really fun and the pretty simple layout turning it into a bloody fightclub was awesome. |
unique subgamemode, i wish the middle wasn't that much of a suicide pit but eh |
Very cool idea for a map, and the gimmick was fun. Unfortunately I didn't get to play this with a full server, so idk about the actual balance of the main mechanic, but the health packs near the point were nice to keep people in the fight without needing to retreat too far. I give it a 9 out of 9 |
I remember loving this the first time I played but getting a little less interested with every successive playthrough. |
Nice detailing and assets, amazing visual style, fun layout and a really unique and cool map gimmick. THIS, this is a map I want to see featured. Nice job to all the people who worked on this, you did amazing! |
I personally enjoy it but the mid can feel like just a big bowl for people to shoot down into sometimes. A little more flare would be appreciated too: winning a round feels quite underwhelming right now, nothing really happens. |
massive meat grinder |
such an unflattering angle |
Honestly feels a little underbaked imo, both in layout and detailing |
needs more polish |
I had fun, poorly optimized. |
First you must defeat the entire enemy team to get through a narrow doorway, then you must spend ten minutes trying to capture a control point within spitting distance of the enemies spawn. Capturing this point doesn't win you the game, but will temporarily allow you to grab a flag that is underneath the defenders spawn. The defenders have high-ground against you as you try to push your way into the tiny flag room and then back out through the several choke-points it took to get there. If you manage to rescue the intel from the enemy base, your reward is having to do everything all over again two more times. Fighting at mid was fun though. (Maybe there should be another way into the enemy base, or change the locations of the control point and intel?) |
Fun little medieval map, has a nice layout, good assets and detailing and a fun overall concept. |
Fun and silly map concept, plays well. |
a fine layout that never really managed to capitalize on it's idea of worlds largest twine ball. I mean yeah, there's a big twine ball but that's only in one area on one stage. |
Substandard PL layout with a semi uninspired artpass applied to it |
Could use a little more detailing and a better looking twine ball |
I don't "buy" the theme. It's just like any other semi industrial setting, except there's a ball. |
lacking in some detailing, needs more polish imo |
The design of the map is quite fun and goofy, gameplay and thematically. But for this map to be featured, the buildings must be improved. They're bleak and carbon copies of one another. Should not be a difficult fix, and something I hope you have fun with. You can give this map even more of it's wacky essence. |
It's a good map but needs more time in the oven before getting hall of fame. |
I think this could be better but the promise is funny |
I played this map a good few times and I just don't really have any memories of it. |
Really fun map but i always felt like the artpass was going to be made less barren in the future for some reason |
Somewhat unfinished detailing (textures are flat and unappealing to look at) |
I feel it's got a decent layout and sufficeable detailing, but some extra work could be done and the twine ball could have had a more involved presence. Also where is Weird Albert? |
As much as I like it, I'm not sure if the detailing is up to par. It's a little bland? |
It's fine, bit tight overall |
I think the lobby needed to be significantly reformatted, it always felt annoying trying to move around inside it. The framerate also really needs to be improved. |
Haven't played! |
I don't like how busy the building detailing is throughout the map. Very distracting, especially combined with the bright colours. I'm also just not a fan of the fact that they partnered with a company to give this map a custom soundtrack and have that as a selling point. Feels very corporate and goes against what I believe the tf2 workshop excels at. |
The map feels like it gives too many bones to scouts and soldiers and demomen, but not nearly as much to the grounded classes. |
This map has some neat brushwork but the layout and detailing in all reality could have a bit more oompfh in it and some extra work. Is something that could be fixed for me to like it, but as it stands I'm no longer sure on this map for that reason. |
Layouts fine, visuals are pretty good |
Haven't played. |
Not a fan of any of the flanks, detailing could also be tightened up a little |
Visual clutter |
Some of the layout felt weird and people had performance issues |
I am not a huge fan, there is a lot to the side of the map that doesnt really feel like I should bother with. I also kinda feel like Neo Tropic and this map kinda compete with eachother since they do a couple of things similarly, I think Neo Tropic does them better though. |
massive fps issues during gameplay |
The money pit just doesn't work for me |
bad optimisation, really bad |
strong sniper sightlines and sentry spots made playing this one kinda meh |
A lot of gameplay centralized around unpleasant indoor chokes. |
"No Sonny, I do not have your money!" |
Visually could be a little more polished. |
No memes please |
I would laugh my ass of if you featured this. |
Fun map, but i do not believe that it would be appropriate to hold Wega Challenge in the Featured maps, given it would look very out of place in comparison of other submissions. |
A phenomenal demonstration of what's possible with Vscript, but this isn't a TF2 map. It's a GMOD minigame that just so happens to be running in TF2. If the mapmaker re-uses the mechanics they created for this map, and makes something more stylistically TF2, this could probably go from fun goofy project to an absolute homerun. |
This is not the featured map material, this is pure art with a hint of LSD and Lugi stuffs |
peak!!!1 |
Not a TF2 styled map, which the featured list is usually for |
Is this not a joke map that people enjoy ironically? This would be disrespectful to every other map on the featured list if it was added. |
hell yeah |
mods why is a joke map in here |
Funny map - doesn't really represent our community outside of april fools. |
Come on |
This is a joke map |
Best map ever made for tf2 |
I'm sure its really good!!! |
Actionable feedback? what do you want me to say here? lmfao |
Its peak |
I think it would be pretty funny if this actually got featured and would maybe encourage more mappers to try out new silly stuff. Let's just not hope that Nintendo sees this. |
Meme map |
WHO SET THIS UP? |
It's so stupid and simple and yet the novelty and execution of it is so good. |
Never played it but looks absolutely amazing |
Out of all these maps on here, why is it this stupid jpeg of Luigi is what I want to see featured lol. Took me by surprise by how fun this was that's why! |
I think only serious TF maps should be featured. |
Map of all time |
I worked on this. Still not satisfied with it. |
Similar to other reskins, I don't think we should feature this just on the principle that it is a reskin. Unlike those however, I do believe the artpass on last could be significantly improved, it's really bland atm. |
Detailing looks too strange |
not sure id accept this artpass reskin |
The theming is lackluster. I think changing the lighting would do the map some good, to highlight the best areas, but overall I think the map needs a bit of a rework aesthetically. |
This felt messy |
My short friend flew off to come here and be sold into slavery making presents on Dec. 14th 2024. But in all seriousness, it's just a reskin of Mountainlab. Idk if we need it featured right now, sorry Pieman. |
Never played it |
So terribly close to being good, I am just not a fan of the first area of the map with how open it tends to be. |
A little all over the place |
Gorgeous map. |
Needs more time in the oven. |
Fun as either BLU or RED |
Gaslit myself into thinking this map was already in the game. |
Final map here and a good one to leave off on. Fun layout, cool setting and overall nice visuals. A sure fire sign that this is an Ido map and a good one at that! |