pl_rust_b2
Gameplay
This map has the same problem as clifftop. You have to clip everything in this map, so players wouldn't get stuck. Getting stuck especially in important gameplay situations is really annoying.
The biggest impact on gameplay left the fact that there were no good sentry spots for red team, as that actually is the main reason why red team struggles to defend the map. However, the map has a lot of sight lines, which really doesn't add any advantage for any of teams, but makes the gameplay worse, due to the fact that there isn't any good way of avoiding them.
One good thing in this map, is that there is enough height advantage, but in the same time, the map somehow lacks choke points. Also, due to the quite simple, which isn't really bad, layout, the map has quite uninteresting flanking routes, often not giving any advantage.
Overall, the lack of proper clipping, lack of choke points, and sentry spots, really lowers the score, but the map is quite enjoyable, and if the mapper fixes most of the issues, it can be really good.
Balance
It is really hard to defend the map as red team, and due to that, blue team has quite of advantage gameplay wise. Blue managing to win the map over 70% of rounds, while red only about 30%, shows a couple of issues in balance. Most specifically the lack of good sentry spots for red team, which is the main cause of the low win percent. And also quite open, and straight forward last area, which is somehow easier to win, than rest of the map.
All other classes, however aren't in such disadvantage as engies, however, snipers might even have some advantage due to the sight lines in most of the map. Also, a Medic + Heavy combo can easily lock out most of the red team, either by holding the spawn door areas, or by sitting on the cart.
Dynamic element
Not the most interesting dynamic element in this contest, although being better than some other dynamic elements. A combination of a really unnecessary elevator, which as in other maps, doesn't add anything to the gameplay, and quite a lot of rollback zones, which in this case, especially in the last area, don't give any advantage for red team, as the opponent team pushes the cart quite easily.
Talking more about the elevator, in this case not only it doesn't add anything to the gameplay, it also doesn't make sense why it is there. Why would there be a elevator in middle of the track, without any presence of debris or anything else saying why that part of the map is lacking.
Aesthetics
Aesthetics wise the mapper did quite a nice job giving the map a nice wintertime feeling, somewhat similar to barnblitz, but in a smaller scale. In a smaller scale, because of the simpleness of the detailing, there isn't that much heavy detailing, which in this case is also good, however there could be something that might attract the players eye. Right now, there isn't a such landmark where player could stop for a second and say "woah, this sure is looking cool", but this is also understandable due to the lack of time.
As i understood, the map is set in a mine, or in a area which is in between a mine and civilization. This is what the map lacks landmark wise, there could be some signs of where the trains are going, or where are they coming from. The only thing which somehow says something about the trains, is the last capture point area, where the last building has grain chutes.
As snow theme is my personal favorite theme, i would suggest the mapper to check the Kennecott mine in Alaska, which i'm sure he actually did, since the map has some similarities, although it's not abandoned.
Some things, that I have noticed:
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20000.jpg
I can get stuck here in blue spawn.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20001.jpg
Either this is a model fence, or a really thin brush made fence.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20002.jpg
This looks really strange.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20003.jpg
Light bulb model issues.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20004.jpg
Shadow cast on the wall from fence.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20005.jpg
Clipping, clipping, this is a such nice area to camp as soldier and demo, because of the Lack of clipping.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20006.jpg
Such support beams going through stairs is looking bad.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20007.jpg
Last capture point is really open, with a lot of sightlines, but lack of good sentry spots.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20008.jpg
No-Entry sign.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20010.jpg
I can stand here.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20012.jpg
This could be a such nice sentry spot, but i rarely have seen any out there.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20013.jpg
Metal sheet not close enough to wall.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20014.jpg
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20015.jpg
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20016.jpg
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20017.jpg
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20018.jpg
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20022.jpg
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20027.jpg
All these walls should be nodrawn, as they are not seen for player.
http://dl.dropbox.com/u/1607727/Contest/rust/pl_rust_b20020.jpg
Area portal issues.
Performance
FPS wise the map didn't have any major issues, however there are some walls that should be nodrawn, which i mentioned before, since players don't see them. Also a couple of fade distance issues, but else nothing major, that could leave a impact of player performance.