- Jul 10, 2017
- 620
- 556
NOTE: I've filled out this entire table before, but chrome deleted every vote right after finishing. This may lead to smaller notes.
MAP | VOTE | NOTES |
---|---|---|
pl_desolation_b3a_bugfix | YES | I have a huge amount of respect for how far this map has come. If I’m not wrong, I’ve been playing it since the map was in the desert dunes. You have set the bar for every other map with your commitment, effort, and commitment. The story in the map is fun and unique, and the gameplay only got better with every version. Your willingness to start from scratch in some areas is admirable. While the theme is creative, my one gripe is your reliance on brutalist buildings. After spawn and the elevator building, some architecture simply doesn’t look tf2 to me. This is a personal thing and won't affect the score AT ALL, just felt it was worth mentioning for the future. |
cp_thalassophobia_b5i_fix_2 | YES | Dare I say to the Hadal team, THIS is an underwater base in tf2 done RIGHT. Borderline steampunk in mechanics, the Grimy-ness and texture work is STELLAR. The work you put into this map shows in every angle. Here’s my grip: even with TWO intriguing and uniquely covered points, The map still plays somewhat generic, and very similar to a usual 3 cp map. This isn’t bad, but for a high-ceilinged underwater base, I was hoping for more height variation to allow for interesting jump class plays, drop downs, etc. I think in the next versions, you can push the dynamica more. P.S why do bubbles come out of the pipes indoors? Brother has never been underwater. |
ctf_chouhen_b5a | YES | Risk breeds reward, and this map risked a lot. a/d CTF degroot style? In the high top soho style? You took a lot on your plate, but made sure to stuff your belly. This map took on the spirit of the cards like no other, but I feel teamwork suffered from it. I assume this was more on the cards than the map itself. I’ve always liked playing this map, and don’t feel like any one class is overpowered. Always good. Here’s my gripe: For a map at this size, it’s always good to limit yourself to 3 - 5 base textures (not including beams, smaller misc details, etc.). This map has upwards of 18 textures every point section, and can lead to each area itself suffering in landmark-ability. While I understand it’s meant to be a city, even cities can be simplified into a few brushstrokes. Something to look into going forward. (Brew is of course a good example of “only 3 main textures,” take a look at it, but keep in mind it is a VERY extreme case.) |
cp_foldover_final | ||
cp_siege_b2 | ||
cp_jungle_airfield_b5d | NO | I’ve played almost every version of this map, and am baffled by the lack of change throughout. As per every alpha map, jungle airfield did have the potential to go further, but this potential was dwindled with every new version. The first 2 lessons every map must learn: Kill your darlings; and trial and error. I will say, I’vr always had fun as an engineer on this map, but that fun came from dominating the last point and top scoring in the last second. Imbalance should not be the source of my enjoyment, but I had fun regardless. |
koth_splinter_b4 | YES | I'm giving this map a cautious yes; Ido and Zythe have knocked the Atmosphere, Brushwork, and Look of the map out of the park. I never have much luck while playing, but still enjoy how dynamic but locked in the Gameplay is. That being said, I'm one who believes Splinter was made as a Map first, Contest Entry second. Not to beat a dead horse, but the map being in Germany-Austria is silly. You two have worked on Asymetrical maps before to great success; why make a psuedo KOTH map? This contest might not have been the best place to re-invent the wheel, and with all due respect, you're shooting yourself in the foot by not serving us another Awesome Ido-Zythe payload or control point etc. map. |
pl_moonjelly_a5g | ||
pl_conclave_b6b | Neutral | I feel the worst on this Vote. This map is definitely an honorable mention, and I like how far it’s come, but it doesn’t quite fulfill the spirit of the cards. It’s my belief the “multistage” and “3 points” cards limited creativity, and this map fell for that trap. It seems this is your first payload map, which is why I need you to continue making it. I had fun playing it, and while I'm sure this contest was a good incentive, I don't feel it was the final goal for this map. Which is good; you should finish the map regardless of this contest. Godspeed. |
cp_diorama_b1a | YES | This one is an absolteuly from me. The look is definitely unique, but for this contest that works in your favor. This map has what, a whopping 15 cards? Sprinkles and Brokk have proven to us time and time again they are masters at logic. This map is as competent as it is fun to play. Even while making the entire map dynamic, every section is as intuitive as you could want, and each area flows into one another like a train barreling on its tracks. (I for one have never gotten lost on this map.) A point traverser is a yummy appetizer, B point is a great breathe of fresh air on the cliff, The rebound to A is a daring choice, but one that definitely works (story and gameplay), and that C POINT. by god is that a fun C point. I don't even need to talk about the Catductor here, it speaks for itself. Cheers to the one map that is impossible to DQ. |
cp_parkent_b5 | No | This map has its fun moments, and the interactions are as TF2 as one can get. Yet each time I've played, the map stops before it even begins. A point is untouchable, so E point is left as the only option. A fun only option, but not how I think a steel-sulfur map should play. The detailing leaves some to be desired - I do like the solar panels and the submarine - but the brushwork is Suessian and Wonkian in some areas. Overall I see this map's potential (always need more sulfur/steel types), but it would require a full reworking on the A point at the very least. |
cp_shanksgiving_b6 | YES | While I love medieval (as my history shows) I’ll leave that out of my Bias for the vote. And the verdict is: This map is FANTASTIC. The pacing, the flow, the creativity. I was yelling in old English the entire time I played this map. There was a battle everywhere I went, everytime. And the fire pyres. God, they're ingenious. They bland perfectly into the theming and detailing, but have several functions. Cover, a TRIMP RAMP, a Fire Hazard, Detailing! Oh boy. I love this map. My gripes: The detailing. The map looks nice all together, but much of the Architecture is flat, and thin. I wish you’d been more bold, especially for a medieval map. Many buildings lack 3d-ness and outline. It did take a decent bit away for me, but I can’t deny the map is fully detailed. Also for a map based around ham, I swear I only saw a few in red spawn. What’s the deal? |
pl_cattower_b0 | YES | This map reminds me of my days goofing around on public servers. I like diversity and Creativity, and this map has them both. Though you will be hearing from my lawyers about a specific mouse trap full health. While it may have taken me a second to realize we were on a Cat scratch tower; it was excellently executed. HOT WHEELS? A FULL ROOM SKYBOX? What more could you ask for? Well... maybe a full dynamic cat running around in the 3d skybox. One can dream. The gameplay stuck out to me, with some lovely height, complimented by the lack of a death pit at the very bottom. Overall an easy-going map, and I hope to see this map in servers at some point! |
cppl_puerto_b5 | Neutral | This map fell for the same trap Conclave did, which hurts to see. using Multistage as a full card limits how creative one can be, and the on top of this, the train was haphazardly put in. I very rarely saw someone killed by it in an amusing way. The only card that stood out to me WAS very well implemented (the drilling delay), but it is very much too little to late. I've always enjoyed the first stage, since the earliest version, but never really got much from the payload stage; which is strange to me since Payload is usually always a slam dunk compared to CP. The degroot keep style points is applied fantastically. I like the theming you went for, but the brushwork leaves quite a bit to be desired. This is another map where I want it to be finished. Reimagine some areas to feel like real, immersive places, and completely rework the payload area. This is hard to hear, trust me I get it. I loved seeing the ocean, and get a kick out of the control points. But a cricket on my shoulder stops me from giving it the Yes. This map would be an honorable mention, and I feel it still deserves a card. who cares if the deck has 12? |
cp_underway_b2 | YES | What’s there to say? Picture perfect uses of many cards. One of the most solid “unusual covers” I’ve seen. If I remember correctly, it’s what influenced me to make Oil Change mid how it is. The saw blade fits perfectly with the construction theme, (while maybe a little underwhelming in size, it had good comedic effect. Sawmill just used more for a smaller room, which makes this look small). Blue’s battle for mid takes strategy, but doesn’t need players to turn on 110% of their brain. Perfect balance for players. The construction theme is knocked out of the park, though I do wish to see a fully polished version. I don’t think I have any gripes with this map. |
cp_lamworth_a12 | YES | What do I even say? gorgeous picturesque snippet of Britain's streets. Every building has excellent attention to detail while not being too distracting. I've been playing this map throughout development, and have never felt the gameplay too rugged. Each version only got better, but the original ideas were already ingenious. The blue spawn on stage 2 tube? Lovely exits. The little access on the metro bridge? Terrific. Roof gameplay? drop downs? all splendid. This map is another knock-out-the-park I do have a gripe though, but it’s small. All of the second stage is dev texture. That being said, I did not notice this the first couple times I played, that’s how fantastic the brushwork is. The train station looks like a train station, the elevator shaft an elevator shaft. Still sad, but no use crying over spilled Sainsbury |
cp_herbicide_a4a | NO | Please finish this map! On the first play through I was not impressed with the gamemode, but on a retest I’m actually quite into the flow. The map has interesting points, and i LOVE the plant that gobbles people up AND acts as routing. The Vista 3d skybox is an awesome concept. But that’s the keyword, “Concept.” The routing is quite twisty, and took me more time than necessary to figure out. Might be a steel problem, but I was able to figure out steel faster. I’m sure you were working hard to whip the layout into shape, but the visuals of course suffered with the time cut in half. When I say please finish this map, I mean continue with it, beyond the contest. I think you HAVE struck gold here, you just need to keep chipping away the other stone. Godspeed. |
pd_azureworld_b1 | YES | Map maker knows my thoughts. Cinematic scene, well implemented booster pads, I myself have never had an issue playing this map, and always have fun. If this map were dumbed down anymore than it would lose the fun people have who understand the map already. The orca finale is sexy. |
pl_acadia_a4b | My map, and the cause of all evil | |
cp_pscp24_coap_b2a | YES | Ooh wee, this will be a controversial one. This map definitely suffered from the lack of testing and reworking that’s gone into it. But that just shows your impressive level of intuition. While some areas are massively over scaled, others have the appropriate density to support fun battles. The map has an interesting theme that I want to see you go further with. Currently, the final point needs the most work, but at least the room before it is drop-dead GORGEOUS. Real professional work there. I couldn’t bear to see how this map was doing in the contest, as it is a hidden gem. A hidden gem that’s still hiding, sure, but a gem nonetheless. Take this map, and finish it after the contest. You owe it to me. Godspeed |
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