Wow, a lot of entries - some of them really good, some with more room for improvement but that's totally normal. One thing I noticed in almost all of the maps is that there is no info_observer_point. Maybe for the next contest of that type you should add a rule to add one observer point. Also a few don't have built cubemaps or missing tonemap_controllers (or didn't set them right so the HDR lighting is overbright). I ended voting for Youme because of the clean visual style and well executed detailing.
Here's some feedback and comments of what I noticed while walking around in your intel rooms. If you want to have more detailed feedback send me a PM and I can upload some screenshots for you.
A Boojum Snark
|really interesting and well executed theme. great 'underground' atmosphere. glowing 'B' on the floor looks awesome. nicely detailed. slightly too dark, could use more light. mark the intel area with some signs.
ABBAttoir
|water in the middle of the base and intel underwater doesn't feel right. think about a real reason why the intel could be underwater and then develop further visual & architecture ideas (example: underwater spytech base). only one path to intel. remove railings because they're blocking the fighting area.
Apom
|perfectly executed architecture, looks really nice and fits with TF2. mark the intel area with some signs. a little bland because of no environmental details and buildings.
BigRexy
|interesting and well executed theme. got stuck on moving platforms while jumping. custom wall material is too detailed for TF2 in my eyes. could use more light to highlight intel area. add some intelligence signs.
BladeMasterPsi
|wooden material looks a little odd, use metal instead. add some metal beams, detail brushes and vent / pipe props. some size issues (ceiling feels too low in some areas). missing cubemap or custom material.
cornontheCoD
|well executed theme. prop error - missing model. floating props (not sunk into the wall). add some intel signs. extend doorways to 192 units (imagine 3-5 players fighting through a 128 units doorway - just doesn't work too well).
Drexen
|quite well executed theme. fix cubemaps and HDR lighting. some texture misalignments. add some intel signs. move 'RED' overlay to center of the room.
dullestbulb
|a little too dark, could use more light. feels quite narrow. add some intel signs. fix HDR lighting.
Ezekel
|nice atmosphere. quite well executed theme. doubling the size might work better for gameplay. only one path to intel.
Fearlezz
|well executed theme. avoid repetivity (remove some of the many computers and chairs). could use more light. remove railings in the middle of the room if possible because they're blocking a lot of the fighting area.
ikem
|well executed and interesting underground atmosphere. some small glitches (overlapping props & brushes, lighting). 'Top Secret' door is stretched. add some intel signs. remove some railings. ceiling feels quite low, maybe increase height by 64 or 128 units.
Jazz
|slightly too dark, could use more light. add some intel signs. add more detail props and brushes because it feels a little bland. only one path to intel.
Lss40 1
|not too bad. maybe add some metal beams. place the intel on the floor. only one path to intel (maybe replace that 'mirror' panel on the wall with a doorway).
Lss40 2
|quite well executed. could use some wooden beams on the outside of buildings. add a couple more detail props. func_detail the ramp to the intel.
MrMuffinMan
|well executed theme. nice spytech/corporation atmosphere although I didn't expect an egypt setting when I first walked towards the windows. fix cubemaps. add a couple of vent & pipe props to the big room as well as more metal beams.
MungoKing
|probably won't work too well as intel room because of the small size (maybe double the size in all 3 dimensions). add some paths to enter the room. lighting too yellowish.
Nameless
|really interesting and well executed theme. great 'mountain valley' atmosphere. add some intel signs. change purple lighting to neutral white. some texture misalignments. extend doorways to 192 units (imagine 3-5 players fighting through a 128 units doorway - just doesn't work too well).
Nubcake
|quite well executed theme. no intel in the room. fix HDR lighting. missing custom material. platform below the desk looks a little odd (maybe remove it at all).
omega322
|quite well executed theme. mark the intel area with some signs. add more details because it feels a little bland. fix HDR lighting.
Pink_Panther
|space is an interesting theme but it doesn't look perfect here, yet (mostly because of the skybox). could use more light. mix of BLU and RED props. add some windows to show more of the space sky. take a look at ctf_moonwalk.
Pitto
|interesting and well executed theme. slightly too detailed in some areas (visual noise) so remove some detail brushes. could use more light in some areas. add more intel signs.
Sgt Frag
|very well executed theme. mark the intel area with some signs. strange yellow lighting on the big glass windows. add soundscape.
Tech
|well executed theme. only one path to intel. mark the intel area with some signs. add a couple more beams and details.
Vander
|quite well executed theme. ceiling feels quite bland. only one path to intel. mark the intel area with some signs. prop columns are quite dark. could use more light. func_detail those stones that are broken out of the wall.
Velvet 1
|well executed theme. feels too narrow at all (probably won't work to well for gameplay). only one path to intel. think about the position of the info_observer_point.
Velvet 2
|really interesting and well executed theme. mark the intel area with some signs and overlays. move lights above the desk up (64-128 units). fix cubemaps (pick faces of the glass materials). only one path to intel. think about the position of the info_observer_point. maybe change floor material to a dark non-reflective one.
Void
|quite well executed theme. a little bit too dark, could use more light. mark the intel area with some signs. add some metal beams and overlays.
Youme
|really well executed theme and detailing. cliff edges feel a little too smooth, could be more rocky. env_sun maybe less yellowish but a little more orange.