It was great fun. Tremendous thanks to PkunkBot for hosting the game at the last minute when we couldn't find an admin to fix the TF2Maps server. Since most of the time I was too busy being fragged to talk about the maps, I thought I'd do that now. koth_corporate_b2 It's ironic that the hill in this "King of the Hill" map is in the basement The biggest problem I had with this map was the ease of spawn-camping. Since the three exits from each spawn all come down in the same small room, a couple of demomen can lock the other team in their spawn for some time. After getting out of spawn, there's often an immediate battle on the same floor, as both teams must pass through the same space to get to the floors below. The intermediate floor felt very empty most of the time. I rarely met an enemy there. So all the rest of the action was around the capture point in the basement. The basement was suitably difficult to defend. The glow over the cap point showing who owned it added a nice variation. I would've liked to see the countdown timers elsewhere in the map. dom_complex_b3d The "progress bars" on each cap point showing the domination level was a really good touch -- intuitive and informative. Less so the signs: it was not at all intuitive that the stock "Capture point" signs were dynamic. It wasn't until about halfway through the game that someone mentioned that they change colour to indicate who's holding the point it leads to. I also tended to get lost a lot, not being able to find my way to a specific point. I think both these things could be fixed together: I suggest you make a custom sign with multiple skins -- have the sign show the same icon you have on the HUD for the point it leads to, and have part of the sign that looks like a light, and lights up to indicate which team is holding it. The other main problem was spawning -- too often I'd spawn in the middle of a cap point with enemies all around me, and died in a few seconds. I'm not sure how you can fix this -- maybe if there's room, build a small spawn room (without resupply, obviously) off to the side of each cap point, and have it owned by whoever controls the point. ctf_core_b1 Graphically, this was the second-best of the maps I played, near-Valve-quality for detail. The layout is a little complex for a ctf map, which has the downside that finding and killing the enemy with your intel is very hard once they leave your base, as there are numerous routes they can take to the other base. The intel room is also quite hard to defend, so stalemates should be rare on this map. In the game we played, a single enemy demoman sticky-jumped up to the roof that leads into the intel room -- from there, he could see the whole room, and was able to take out the two sentries in the intel room. The two engineers in the intel room couldn't do much about it, as they couldn't get near the demoman to do much damage by shooting him, and the demoman had plenty of health available (one health pack on that roof, and two others nearby). Then the demoman ran in, grabbed the intel, and sticky-jumped back out the window. I'd need to play more of this map, but I feel that it strongly favours demomen and soldiers due to this. cp_roswell_b1 This map was visually stunning. Apart from a couple of fairly plain rooms in the central buildings, eveything had a high level of detail. Some very nice custom models (including a few "weather balloons"), and a great 3D skybox round off the look. This is the hands-down the best-looking custom map I've seen, so great work there. A few small issues: the paths to take in the central buildings were not always obvious: a few signs in there pointing way to the cap points would have been helpful. At cap point B, there's a 'grate' door, which seems to serve very little purpose, and it got in my way both attacking and defending (I was playing demoman). Also, the displacements under the crashed weather balloon need some tweaking: the slope of the ground at the back, away from the ramp, was such that you could only get out from underneath there with difficulty. It needs to be made a little shallower if players are meant to be able to ascend there, or a little steeper if they're not.