Just put my individual map feedback in the voting thread with a few changes. Hope this helps some of the mappers.
Cloudburst
The gameplay areas are solid and easily understood, focusing teams into a coherent push to grab the intel. The intel room itself is slightly marginalised and protected, with most of the fighting occuring in the yard at front. Soldiers, scouts and demos get love with the high and open areas throughout the map, but more vulnerable classes still had their place. The detailing is good, but the tall cliffs surrounding the map are the definition of unadventurous. Get a nice 3d skybox and poke some holes in those cliffs.
Landfall I quite like the layout, it was new and intuitive. However, it seemed to have the opposite effect of cloudburst's layout, splitting up teams and making the majority of battles 1v1 situations. The detailing is very nice, achieving the alpine feel with a unique twist.
Stockpile
The gameplay areas of stockpile have interesting height variation and layouts, but I feel the ramp route to the intel is too powerful, leading to slightly predictable pushes for the intel. The detailing is so so, sort of aiming between granary and 2fort, but missing both. Granary is all about the towering buildings teeming with windows, the fighting taking place in the cool shade between them. 2fort is a homely outhouse, filled with junk and sprawling buildings. Stockpile feels ramshackle, but too clean at the same time. The blend texture is nice, though!
Mercy
It was worth a shot. You tried something new with the map, but sadly it either just didn't work (that window), or it wasn't right for 6v6. It really really needs to be bigger, with a much larger mid. The detailing is okay, but a bit messy and uncontrolled. Take this the way of 4v4 or scrap the mid and stretch the whole map out.
Wiretap It's fun in pubs, but like landfall, actively discourages teamwork. The intel room is quite easily locked down, but this is countered somewhat by the sprawling inner bases, which belongs more to the enemies team than to your own. The detail I feel is very professional, but quite overdone in some areas and underdone in others. It's a pity that my favourite detail area, the bridge, is surrounded by dull old square cliffs.
Deliverance
Deliverance is an interesting take on invade ctf. The layout allows for good back and forth gameplay, but still manages to keep teams focused. The detailing is very individual and natural, if a bit bare when it comes to the buildings. I can't really think of something that would definitely improve it, so you're doing well.
Converge
Converge has what I'd believe to be a more conventional hourglass shape for invade ctf. The outside area gives a good first engagement, even if the inner areas have slightly less flow. The detailing for this level is of a very high quality, with your custom model fitting in well. Once again, no definite improvements to be suggested here.
Overlook
Overlook is the only map in the final to earn 7 for style due to DBP's brilliant grasp on detailing. Your map has by far the best lighting to be in this contest, and the various areas of the map capture their respective themes precisely. Now, as for the gameplay. I marked overlook very low on my first pass, for its predictable attack routes, but on second thoughts it is still a strong map, just not as good as a few others in this contest. Talk to people about gameplay issues, try and fix a few of the problems. Otherwise, the map is absolutely fine.
Bedrock
I like the gameplay of this map. The mid is simple, but effective in its layout, the intel area promotes teamwork both from the attackers and defenders. The map has no out of the way dead zones. As for detailing and optimisation, they can be polished to a mirror sheen after the contest. I have a few reccomendations, which I'll post in the thread after the contest.
Wildfire From a1 I could see that wildfire was a very strong and fun to play map. The gameplay is extremely team-orientated, with the very streamlined layout helping this. You have obviously tested this map thoroughly in 6v6 and know exactly what you're doing for gameplay. The detailing of the map is also of a high quality, with a good twist on the Hydro theme. The only thing I could recommend is to take a leaf out of overlook's book and try some interesting lighting situations.
Fusion
Probably the most inventive map in the final, but you make it work. Once the player has the concept sorted out, it really shines. The only thing that I feel lets it down slightly is the flat and unadventurous mid. The detailing doesn't really sit well with me. It is very competent and consistant, but feels angular, and slightly out of place in TF2. Congrats for trying something new though, you seem to do it with a lot of your maps, and it works.