Map | Gameplay (out of 20) | Visuals (out of 20) | Collaboration (out of 5) | Notes (optional) |
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cp_compost_rc1 | 4 | 6 | 5 | The detailing is quite basic, gameplay spaces are mostly broken up only really by scattered props without much coherence, some shipping containers are even awkwardly half-embedded into a wall. The very even lighting works well for player recognition during testing but leaves a lot to be desired in terms of aesthetics. As a base there's potential but it needs work to turn it into a map that's fun and interesting to play |
pl_gila_a3 | 13 | 10 | 5 | There's some interesting shapes going on in the blockout, enough to imagine the final thing. One stage is definitely bit bolder than the other though, both in terms of implied detail in the blockout and in terms of gameplay spaces. Not sure about putting "stage 1/2" on all the signs |
pl_doomgoose_b1b | 15 | 18 | 5 | The moody lighting and atmosphere are nice, particularly in the vista midway through for attackers when they arrive at the dock. The opaque shadows from chain link fances, lack of lights outside the gameplay area and use of bright white brick inside the gameplay area creates too strong a contrast for my taste. Taking the payload through the same area twice in two different parts of the payload path is a nice way to condense the space and create focus |
mvm_regression_b1b | N/A | N/A | N/A | N/A |
2koth_tanglark_a5 | 13 | 15 | 5 | Using two different themed areas is a good way to differentiate the control points and warehouse/facade is classic TF2 fare. Unfortunately I don't feel like this version of the 2koth gamemode is psychologically very fun to play compared to other implementations |
plr_slotcars_a1 | 11 | 9 | 5 | The layout is quite basic, there's just enough in visuals to imply what's coming. Unfortunately I feel like the appeal for slotcars is heavily tied to the artpass, which it didn't get. Sad there wasn't more progress made on this beyond _a1 |
pdr_espresso_b1a | 18 | 14 | 5 | Always had fun playing this, the layout feels quite strong. Not convinced on the direction detailing is going yet, the layout geometry feels quite abstract and doesn't lend itself to feeling like a real place. I'm also disappointed in the size of the central tower, it's shorter than every single building in the skybox |
pdr_cavefall_a3ab | 14 | 8 | 5 | In terms of detail, there's not a lot to go on, only the barest hints at the direction things would go once artpassed. Gameplay though is alright, I think it would work better if there payload were moving through more open arenas as I often times found that I couldn't locate any enemy players |
ultitrio_flinders_a3 | N/A | N/A | N/A | N/A |
arena_jiltown_a5_fix | 11 | 12 | 5 | There's not much to write home about here. The layout is about as small and minimal as you could get which resulted in incredibly quick rounds without many interesting plays. Even though it's lit, the map feels fullbight due to the extremely bright ambient colour which virtually eliminates any hint of shadow. It's disappointing to see lighting completely sidelined as a way to push interest in visuals |
2koth_division_b2b_fix_2 | 17 | 16 | 5 | There was good progress on this one over the contest, ended up on a good mode and layout after struggling initially. The artpass is also coming together nicely, what's been submitted is a good solid base, I hope work continues and pushes some unique points of interest to help the map stand out from a crowd |
pl_crestfall_a7a | 14 | 15 | 5 | A solid start for detailing, can certainly see the direction it's going and it has promise. There is a little disjointed use of wood and brick walls inside the cave in stage 1 though that feels like it could use a bit of refinement, refocusing detailing in this area to one style |
cp_rivolta_a6b | 8 | 5 | 4 | I haven't had much fun playing this properly, only really by using cheese strategies possible because of shortcomings in the layout. There are too many twisty turny tight rooms and a lack of interesting arenas for players to fight in. I am also not a fan of the intensely noisy detailing, because the map is quite small, all the different elements are very close together leaving no areas of visual rest. The colours of the buildings are also at odds with TF2's palette, strong saturated blues and yellows, one building even seems to be a glowing lilac. Lost a point on collaboration because the second stage was scrapped |
cp_saluzzo_a1_2 | 3 | 7 | 5 | There's some implied detail in the first stage that seems interesting but I'm not sure what to make of the implied building shapes in the second stage, it feels less grounded. There also seems to be a big disparity in scale between the two stages, stage 2 seems to be about 4 times larger than stage 1. Stage 1 felt a touch cramped to play in and stage 2 is sniper and wrangler heaven due to its size. These are basic issues that could have been worked out if time in the contest was used for testing |