Map&Criteria|Gameplay|Balance|Aesthetics|Technical
arena_byre_b4|6|6|8|9
arena_cliffside_b2|7|7|3|5
cp_3some_b1|9|8|5|8
cp_mudwater_b3d|8|9|7|6
koth_backwoods_b13|8|9|8|5
koth_kalamity_b1|7|7|7|4
koth_probed_b6|7|9|8|10
pd_watergate_b5|8|6|10|10
pl_inari_b2|8|8|9|7
pl_invasion_a3|8|6|3|8
pl_snowycoast|8|6|7|8
sd_haleharbor_a5b|4|3|1|5
Notes:
Byre
This is a cool map. The dual points provide a fresh experience from normal arena, and it is very pretty. I took off some points because the map is quite small, and a bit cramped. It was relatively hard to play as Spy, possibly due to not enough hiding places, and explosive classes felt a bit more powerful than the others. Byre is very pretty, along with a cool finale, but I took a couple points off because the detail density felt a bit odd, and the 3d skybox seemed unfinished. I gave it a 9 in technical, for the two control points.
Rocketbase
This map was pretty good. The gameplay was fun, but lacked a certain complexity other maps had. It was pretty balanced, but it was a bit awkward fighting with explosive classes in a few areas. The details were not great, and the cliff looked weird at best. It got a 5 in technical, because there were a few exploits involving the cliff, and area portals sometimes glitched out, being closed without reason.
3some
This was in my top three favorite maps from this contest. I loved the gameplay and the unique spiraling flow of the map. It was pretty balanced overall, but lacked more than one or two good sentry spots. 3some wasn't the best detail-wise, in my opinion. Some things were out of place or unfinished. This map had great technicals, I never found any exploits or odd glitches, really.
Mudwater
I genuinely liked this map a lot. The gameplay felt smooth and continuous, and was balanced really well. The details were great, having hints of alien conspiracy hidden away, which was a wonderful aspect many other maps lacked. It wasn't amazing in technicals, though. I had some odd errors with the water and the clipping could've been better.
Backwoods
This was a good one. It was fun to play consistently, and was balanced very well. Not to mention the beautiful details. It really experimented with a new "cult" subtheme and did so very well, although mid was a bit underdetailed. It did not perform so well technically, though, with some odd clipping and certain areas of significantly lower fps.
Kalamity
I don't have too much to say about this one, as I only played for a bit. But from what I experienced, the gameplay was pretty fun and balanced. The details were good, but not incredible, as some things looked out of place. I had to give this map a low technical score, as it crashed a significant amount of people on load.
Probed
This was definitely one of my favorites. The gameplay was good and fun, all routes were equally useful. It was balanced pretty well, although I had a hard time as Sniper unless we were being pushed back to spawn, or we were pushing the, back to spawn, due to the 90 degree angle. Aesthetically, it was pretty damn good, which includes the awesome finale. The gameplay areas were detailed greatly, especially the spawns and interior of the alien saucer, which leads me to technicals. Holllyyyy shiiiit. This map was incredible. The gimmick of the alien ship was common enough to be useful, yet rare enough to not be annoying. A few teammates through the probe can easily turn the tide of battle; boosting an already interesting map's dynamic element so much. AND the destructible alien walkers! It was a wonderful idea, and Crash worked extremely hard on making it reality.
Watergate
This was, again, one of my favorites. The gameplay was fun and interesting, bringing a new twist to often boring deathmatch gamemode, and in the process improving it almost tenfold. The gameplay was almost always exciting, and never stalemated. This map had the best details of any in my opinion. It was beatiful and fun to look at, in nearly every piece of the map. Not to mention the creation of ANOTHER subtheme, a seaside town. I had to give this map a ten in the technical section, for the completely new gamemode, with innovative logic behind it, not to mention the alien tractor beam and lack of any exploits we could find.
Inari
This was a great map. Having won the 72 hour contest, you know that the gameplay is good. It also felt pretty balanced, despite the fact that most of the times I played, last was quite hard to defend. The details here were awesome, from the near flawless theme work, to the incredible "secret" underground spytech lab underneath the hay, and the fucking amazing particles and finale. The biggest problems with Inari were technical, including the many teletrap possibilities(usually behind oil tanks or behind fences), the ability to farm man melter crits or points for extinguished teammates due to the laser setting you on fire, and some fps issues.
Invasion
This one was great fun, the gameplay was consistently exciting, and it was pretty well balanced, although snipers were still overpowered on last. It was surprisingly pretty, being still in dev textures. A few clipping exploits and such were found, so I deducted a few from technicals.
Snowycoast
This map was pretty good, and more than moderately fun, although it's a bit choke-y in the first point area, and sentries are really hard to take down when they're placed behind the big fence. It was pretty balanced, although it felt like engineers were a bit overpowered in some places and blu won most of the time. The aesthetics were pretty great, but they didn't feel quite right in certain detail areas, and I did see an error in the last version I played (b1). This map was pretty good in the technical section, although I did experience some bugs with the opening gate at the second point, and there were a fences with some dodgy clipping.
Hale Harbor
This one wasn't great. The gameplay near the flag was cramped and convoluted, a big contrast from the open and repetitive middle yard, which provided subpar fun due to the flatness. The lift area was a bit odd, with very little cover away from the edges of the area, and no easy way for non-jump classes to get to the lift while it was in progress, thus making jump classes more powerful and limiting balance. It was in dev textures, so low detail score. I didn't have many problems with it technically, apart from fences blocking some routes from spawn, and the finale didn't appear to work correctly.
Whoa. That was a larger wall of text than I had originally planned. Oh well.