I actually ran through all the maps and took notes on any comments I had. I was looking for style, palyabilty (how many exits, where are they located, where is the intel in the room), and defendability (is there anywhere to place an SG, how many SGs would it take to cover the room, could they be countered easily, is it too easy to defend). So while some of you had beautiful entries, I may speak poorly about it because I can't see it actually being used. Anyways, here's what I've got to say. (TY to Garbageman for the pre filled out table ;-) )
A Boojum Snark
|Great detail, from the blinking light on the tower to the patched pant on the ceiling, etc. Interesting use of props. Might be some issues with gameplay (maybe widen some stairs), but it could make for a very interesting map.
ABBAttoir
|I'm not a particular fan of the water, because one of the things it does is make it too easy to defend. Maybe if there was a full theme to go with it, it could be really nice (like aqua or something).
Apom
|Absolutely beautiful architecture, but I can't see any practical use for it.
BigRexy
|Cool SciFi. You'd need to do a whole theme with that, because I don't feel there is anything stock that would really mesh well with it.
BladeMasterPsi
|Spoke about this in chat, but the concrete/wood mix is odd. The ceiling is too low at the top. I know you said you were trying to mix two themes, but I don't think it turned out as well as you wanted.
cornontheCoD
| Very solid entry that I could see tossing into a standard Valve map. Entrances on opposite sides of the room make it difficult to lock down with just 1 SG. might want to change some of the settings on your props, specifically the beer cans on the floor, because they block SG placement.
Drexen
|Interesting entry, though it is a little small, and I imagine it would be difficult to defend.
dullestbulb
|More of a corporate feel, which is interesting. It could work, but it feels a bit bland, though that might be fixed by adding a full skybox.
Ezekel
|Pretty. Some of the water would fade in and out. I would have to see it in a map to truly judge, because currently the room is too small to be a full intel room.
Fearlezz
|The map on the wall was something I found a bit odd. Some detail could be fixed, such as the hazard stripes around the intel, and its possible to get into the prop area, which would be very very bad in a real map.
ikem
|Props were amazing, especially the table. A little more headroom would be nice, and you could probably add more detail, such as an alarm to go with your flashing light.
Jazz
|While I consider it a nice idea, I'm not sure it would be too practical (defense + entrances). Could add a sound for the platform
Lss40 1
|Not the most practical in terms of gameplay. Very bright. One entrance.
Lss40 2
|Liked this better, of your two entries. However: Entrances? The Blue building? Good style though.
MrMuffinMan
|Good, but I don't think there is any way to defend it. Reminds me of the office in rock2.
MungoKing
|Too small to be playable really.
Nameless
|Looks very good. The lighting in the hallways seemed off. It would be hard to defend, with with the 3 paths you've got going there. Maybe a custom model for the log so you don't have to use the full thing?
Nubcake
|No intel present, even though I'm sure it'd go on the desk. I'm not sure this would be too playable with the way its laid out. Overall, there was a lack of detail.
omega322
|Bad download link :-(
Pink_Panther
|The mix of red and blue colors threw me off some. I like the idea of guarding the intel, and I think this could be cool in a space map that has a pack of textures/models for it.
Pitto
|Very very good. I would change some texturing things, such as switching the braces to metal ibeam textures. I really want to see the full map
Sgt Frag
|No bad at all. One entrance was kind of bad, though you have those stairs on the side, even though they don't go to anything right now. Could be interesting if people could enter through the 2nd story, but had to leave during the first, and the stairs on the side were closed part way up (meaning I could hide an sg in there).
Tech
|Maybe. A single entrance, though you could probably defend with an SG. That wall texture, which most people used, requires some detail.
Vander
|Very nice. It might actually be too easy to defend (I count 4 places you could place an sg and cover the single entrance). Would need something to counter that. Also clip the stairs
Velvet 1
|Very pretty, though a little bright. Its a very quick grab for a scout (hope across the gap). Defending would be difficult, I saw no place where it would be a great spot to put an SG.
Velvet 2
|Also pretty, and easy enough to defend, but you've only got a single entrance to the room (vent entrance?) which might make it too difficult.
Void
|Possibly some more detail on the walls (conduits, vents?) Also, is that a HL texture I spot behind the rocket? ;-)
Youme
|While you've got gorgeous lighting, I can't see it as a practical intel room, because there is no way I can think of to defend that with how open it is and how the different entrances provide a sightline to nearly all of the room.
Final vote went to ABS, which I kind of knew at the start because of how much it blew me away. The other two that were really good, and I would have voted for if not for snark (read: knock him off before the next contest) are Pitto's and Corn's.