As opposed to putting all my final thoughts together at the end, I figured it'd be easier to just post everything as I go, then look back on what I wrote and compile what I ultimately think of the map. It's just a bit easier for me to work this way, plus I wont forget anything I felt was notable, and if any other judges want to know what I have to say, they can.
march 3: maelstrom, sludge
MAELSTROM
-didn't actually get to play, only watched a match (8/6 on the server) so notes will just be on aesthetics/what i can get from running around in SP
-nice to look at
-the new pit you added looks really nice for some reason, especially with the barrels on the bottom
-cubemaps? don't know if this is just on my end or not since sludge was missing them too
-the spawn room looks cool with the amount of grittiness you put into it, dont know if it really follows the tf2 style but i like it regardless
-there was a z-fighting error but it wasn't a big deal since it was hard to notice from ground level
-indoors area near spawn could use some more detailing, walls are blank enough to bother me (even posters would be enough)
-your cliffs have a lot of grass on them and it bothers me
-the tank door opens downward and that's different from pretty much every other door ever, you should make it move to the side or make a new roll-up door
-i like that you added a forward upgrade station but there's no reason it can't be further forward
-the ramp in the upgrade room should be all the way across, just because having that gap will screw someone over one time and they will hate you because of it. you could make it half ramp, half stairs to maintain the visual interest since a wide ramp would look bland. either that or make it a grate and keep the junk under it
-caged-in generator near the water path needs clipping
-there's a cliff edge near the side bridge area that's almost a 90 angle, should smooth it out
SLUDGE
-actually played this one, engineer
-the wave with the backburner pyros was fairly holdable until the pyros came, then we were forced to use the rest of the map. unsure if intentional, but it was consistent along every round we played
-i noticed we failed earlier rounds more than later ones. i also felt we got a LOT of money in later rounds, a lot of which i probably didn't need. consider revising money amounts
-the bear claw heavies happened so often that it was almost "oh boy not these guys again." consider mixing it up, so even if they are the same enemy it doesn't become super monotonous
-lots of weird shadows appeared. other people told me this happens on other maps too so i don't know what to tell you
-fps is this map's worst problem. you could probably make use of occluders on the building walls
-good placement of ammo/health, small health in the storage shed was pretty much useless though
-i like that you added the barrel on the stairs, made me smile
-good job blocking the side bath that Donut said was overpowered. really improved the map flow, made that portion less of a place to hold out on. feels a bit cramped now, but i think its fine
-no cubemaps, but could be just on my end. have yet to verify with anyone else
-thanks for removing the railing in the building near the front area (you know the one)
-the reset zone was remarkably hard to use, i think we used it once during the round. you should switch the water routes around for tank/reset paths for a version and see if the (new) reset route gets used more often
-the trees in the OOB area with the airboats can't be seen without them fading. you should remove them just to improve the framerate, rather than up the fade distance
-karst rocks could also be another framerate hit
-the binksi logging building has a tree in it
-there's a lot more props that could use fade distances
-i'm getting a lot of
Particles: maximum verts exceeded: 51444 verts, 77166 indexes
Too many simultaneously active particles!
in my console, more framerate hits yay
-i like the first area because you can circle around the rock and and get to uber medics without their giant noticing. adding anything to facilitate to that mechanic would be superb (height advantage)
-the only high ground in the first area leaves you with your back turned (usually to demoknights), meaning nobody really wanted to use it. consider making it take longer to get up to the platform (or putting the route up in a more visible spot to people using the highground)
-you could also remove detail sprites to improve framerate
march 3: maelstrom, sludge
MAELSTROM
-didn't actually get to play, only watched a match (8/6 on the server) so notes will just be on aesthetics/what i can get from running around in SP
-nice to look at
-the new pit you added looks really nice for some reason, especially with the barrels on the bottom
-cubemaps? don't know if this is just on my end or not since sludge was missing them too
-the spawn room looks cool with the amount of grittiness you put into it, dont know if it really follows the tf2 style but i like it regardless
-there was a z-fighting error but it wasn't a big deal since it was hard to notice from ground level
-indoors area near spawn could use some more detailing, walls are blank enough to bother me (even posters would be enough)
-your cliffs have a lot of grass on them and it bothers me
-the tank door opens downward and that's different from pretty much every other door ever, you should make it move to the side or make a new roll-up door
-i like that you added a forward upgrade station but there's no reason it can't be further forward
-the ramp in the upgrade room should be all the way across, just because having that gap will screw someone over one time and they will hate you because of it. you could make it half ramp, half stairs to maintain the visual interest since a wide ramp would look bland. either that or make it a grate and keep the junk under it
-caged-in generator near the water path needs clipping
-there's a cliff edge near the side bridge area that's almost a 90 angle, should smooth it out
SLUDGE
-actually played this one, engineer
-the wave with the backburner pyros was fairly holdable until the pyros came, then we were forced to use the rest of the map. unsure if intentional, but it was consistent along every round we played
-i noticed we failed earlier rounds more than later ones. i also felt we got a LOT of money in later rounds, a lot of which i probably didn't need. consider revising money amounts
-the bear claw heavies happened so often that it was almost "oh boy not these guys again." consider mixing it up, so even if they are the same enemy it doesn't become super monotonous
-lots of weird shadows appeared. other people told me this happens on other maps too so i don't know what to tell you
-fps is this map's worst problem. you could probably make use of occluders on the building walls
-good placement of ammo/health, small health in the storage shed was pretty much useless though
-i like that you added the barrel on the stairs, made me smile
-good job blocking the side bath that Donut said was overpowered. really improved the map flow, made that portion less of a place to hold out on. feels a bit cramped now, but i think its fine
-no cubemaps, but could be just on my end. have yet to verify with anyone else
-thanks for removing the railing in the building near the front area (you know the one)
-the reset zone was remarkably hard to use, i think we used it once during the round. you should switch the water routes around for tank/reset paths for a version and see if the (new) reset route gets used more often
-the trees in the OOB area with the airboats can't be seen without them fading. you should remove them just to improve the framerate, rather than up the fade distance
-karst rocks could also be another framerate hit
-the binksi logging building has a tree in it
-there's a lot more props that could use fade distances
-i'm getting a lot of
Particles: maximum verts exceeded: 51444 verts, 77166 indexes
Too many simultaneously active particles!
in my console, more framerate hits yay
-i like the first area because you can circle around the rock and and get to uber medics without their giant noticing. adding anything to facilitate to that mechanic would be superb (height advantage)
-the only high ground in the first area leaves you with your back turned (usually to demoknights), meaning nobody really wanted to use it. consider making it take longer to get up to the platform (or putting the route up in a more visible spot to people using the highground)
-you could also remove detail sprites to improve framerate