My votes:
cp_snowstation
pl_martialkombat
cp_alex76
arena_byre
I like the mechanic that the 2 point presents. I don't like that they're unlocked right from the beginning. It could work on a more point-focused map, but this box-style of map works better for deathmatching, which sort of defeats the purpose of what you tried to do with the points. I'm not sure what was supposed to be clipped, but I really enjoyed playing soldier on this map because of all the freedom the roofs presented, although I didn't enjoy playing other classes as much.
arena_doge
This was fun for a fifth of a round. Then it wasn't. I don't even know if this deserves much, but I honestly found this map frustrating to play on.
arena_egan
Nice idea, balance needs work. Aliens are far too strong with their damage absorbtion. The map could use some improvement, some more open spaces and less ways for the aliens to sneak up behind red's defences might have helped a lot, but other than that I really liked the style (earth headquarters) seems to fit TF2 so well.
arena_loggery
The biggest problem with this map is most of the combat takes place on the vast open, flat plane outside the spawn building, or inside the really cramped buildings that connect on the sides of the map. Shrinking it might help, but breaking the map up into a third level would be great. A level below what's there currently, a ditch near the sawblade room or something just to break up that flat field outside spawn.
arena_mhanko
This map has all the height variations in the wrong places. The only actual height you can get over your enemy is the sniper deck, which is too far away from the meat of the fighting, leaving the map feeling very stale because it plays out over a largely flat box as a result. The height around mid helps a little but is offsett by the lack of cover and it turns into a spamfest across the point. The room to the left of spawn has some height, but it leads no where and gives you no advantage. If there was a balcony out here, or a second floor to the buildings that flanked mid and let you shoot onto the point or drop down, this map would be improved a lot.
cp_alex76
I really liked this map. I felt it had refreshing geometry from what you usually see from 5cp maps. I do think final could have used a little more breathing room for the defenders by bringing the point back a little, but overall I quite liked this map. Can't say much more as I didn't really get to play it with a full server. Also more signs would have helped preliminary learning of the map.
cp_crashinburn
While each point of this map is interesting, and offers new geometry and consequently new play experiences, it has a few issues. A is weird in that the attacking team - unless they're a jumping class, has to double back on themselves, all the while in view of a large height advantage of red on the point. Additionally, I feel this map really suffers from the connections. The shape of the map itself wraps around in a super weird way - all the connections out of A into B bring you out at a place where you basically have to do a 180 to find the point. The B to C connector is really boring, a set of corrodors with little variation between them. While CP maps do want to focus on the points more as that's where the fighting is, the connections are important too.
cp_discovery
This biggest issue with this map is that it lacks the compexity of many multiple routes to attack each point that makes gravelpit such a strong map. A is a reasonably interesting point, I quite like how it's set up, but the other two points and the areas all around them are boring as heck. They're flat and apart from the point lack any interesting things to play around. The entrances are basically all on the same level. The largest problem that stems from these lack of routes to C - red has to go through what is already blue territory to attack it, and they get no advantage when they do so. Also the "line" layout of points you've chosen means that there's no easy way for people to get between A and B, which also leads to phenomenal walktimes. Also you need to build your cubemaps.
cp_googugajoob
This map is just too big. The area between mid and second could make a 5cp map by itself. It leads to long walktimes, which breaks up the action and I had a rather boring time playing on it. Second was never capped in like 30 minutes, and I believe it's just because it takes so long to get there. The points themselves aren't too bad, but final has a nasty choke in that there's only one route leading to the point "area" (I can't class it all as an area due to it's size it doesn't play as one), and mid forces the fighting to happen AROUND the point, not over it. Which means that mid doesn't cap as often, slowing down the game. Scale the map down by like half, and work on focussing the mid point and you have a good place to go from for future work.
cp_mt_toast
I'm not a fan of how narrow this map is before A. It just feels like funnelling. A feels odd to attack because you start higher than it. I didn't get to play too much so I can't really comment more.
cp_snowstation
I love the A building, it's just got such whacky geometry from a aesthetic and gameplay POV that it's great fun. I really like B as well, I feel the geometry around that is really interesting to play and defend. I feel though, in general, the map (especially B) feels cramped. It feels like you're running into something constantly. Pushing out of A around the corner into B is a grindfest for blue and not enjoyable, and I think the main root of this problem is the corner right out of A, it's too sharp, softening that corner a bit and making the area you have wider would reduce the meat grinder. C is fairly spammy, but I'm not so sure on this one because most of the gameplay occurred around A and B.
ctf_encounter
I don't enjoy this map at all, sorry. I feel it repeats the very things that make CTF terrible in TF2's existing maps, and while it tries, it fails to make CTF more interesting than what exists. The primary offender is the intel room. It's like 2forts, it has 2 same-level entrances in that can both be covered by a sentry. Thematically, it's a cool intel room, but it sucks to attack and defend. The cyclic nature of the map forces fights away from being focussed on the mid - which as much as I despise 2fort, I think is actually a bad thing. It never felt like I was meeting the enemy on my own terms, and the probability of an enemy sneaking up behind me was too much to make defending anywhere but the intel room viable. The map is actually remarkably simple, which is the largest problem. More routes, more complex geometry to fight around and more places to defend your territory (which doesn't exist currently) would improve this map.
ctf_miniscus
A cool map that sadly, has a mid that plays a lot like 2fort, though a bit better as it's open and more flexible. Corrodors and doors are too narrow, and the base ends up being a little confusing as a result and has lots of spam in doorways that makes navigating through the base crazy.. I like the CSF mechanic, it made the intel room a pretty interesting place to fight and isn't a cheeze fest, which is always nice.
ctf_orange_reclaim
All I can say is...wow. It's a bit open, but kind of crazy fun? Certainly the most unique intel room I've ever seen.
ctf_redplanet
I didn't get to play this nearly as much as I'd liked. From what I played, the mechanic is cool, but it suffers from a lot of the same problems as CTF anyway, and I can never seem to enjoy CTF. The detailing so far is very nice though.
koth_farm51
This map is really nice in a lot of ways. Unfortuntaely, the way it's set up brings the focus of fighting away from the point, which is the worst thing a koth map can do. I think the main reason for this is that the point - or more correctly, where it is, isn't immediately visible until you're essentially on the point. A lot more signage would help, as well as opening up the map a bit. The map in general was a little cramped, and I think there needs to be a larger distance between point barn and spawn building, as much of the battle takes place in that yard, which isn't fun right out of spawn.
koth_fredrik
Interesting point, but fighting anywhere but there never felt particuarly interesting, the rest of the map is quite flat with little ways to get an advantage on anyone.
koth_korea
Flat, incredibly open, open spawns, leads to boring combat and frustrating play.
koth_launch
I quite like the layout of this, it's decent fun, it reminds me a lot of lakeside. But it's really visually noisy, mid is quite a cluster of colours and it can get quite hard to see players admist it clearly. In general, the visuals of this map are confusing and inconsistent, There are pipes that run nowhere, and weird metal roofing and giant green fungus on rocks
koth_notrushed
The biggest issue with the map is how unclear the height differences are. The point felt very awkward to fight around, particularly because of the weight height. I think the layout should be adjusted to bring more focus to the point and make the routes around it more secondary.
koth_probed
As terms of gimmick, pretty neat. In terms of layout, definitely one of the more interesting, and therefore fun, layouts in the contest. I'm a fan of any koth map that doesn't follow the viaduct formula.
koth_spoil
This map is really large, scale it down. The layout itself is interesting enough but is ruined by the scale. Missing model of the point.
koth_something
This map improved a whole lot since the earlier versions. I still feel the room that you come out of spawn in is just aiding spawn camping, it's not fun to fight in and is too big for a simple travel zone. Closing up the map definitely made it play a bit better, but I think you also nerfed snipers far too hard, they need some place they can actually be useful.
koth_waytoofuckingfast
A reasonably solid koth map witha really weird spawn configuration - I don't really think the enemies should be able to get into the room right outside the main door.
koth_yacan1
A pretty cool map, but I never enjoyed fighting on the point. Always felt vulnerable, and half the enemies come from the same level as you and it just leads to awkward combat encounters in the place the most combat happens.
pl_amairo
I didn't get to play this much, from what I did play it was a quick path to final, which was locked down hard. Which was weird, because I could never keep a sentry up. Definitely some interesting gameplay areas though.
pl_goldblum
Not much to say apart from this map is so incredibly huge, and very flat in some areas, that it's not much fun to play.
pl_martialkombat
I didn't get to play this much either, but from what I did it was quite nice. I really like the big circular part, it's just neat. Not my personal pick because final was quite meh to fight around, but pretty good!
pl_smash
This map always felt really cramped to me, and a lot of places felt really awkward to walk and fight around. I don't like the large loops the track makes, because the fighting never really occurs on them, but rather on the shortcuts of that loop. It made pushing the cart feel really boring at some points, a lot like Thundermountain Stage 3 does.
pl_smileyship
I don't really like this one. It's cramped, awkward to fight in, has unclear height perches, and final is an incredible slog for blue and frustrating for red to even walk past because of the deathpits. And the floor texture hurts eyes!
pl_starward
This one was too flat for my liking. Maybe because I never felt any real fighting happened until final, which was an absolute meat grinder that made me want to disconnect by the end of it. It's not easy for blue to attack, they can get zero advantage over red.
plr_micnax
I really like the idea of the crazy tracks in this, but I don't like the long tunnels they go through. Additionally, it takes quite a while from the start till when fighting actually happens over the carts, which just defeats the purpose of plr to me.
plr_vanilla
I didn't get to play this very much. It was RTV'd very quickly, and I think because everyone was saying it was too much like nightfall.
sd_hd_kaptain_kul
This is very confusing. And bugged, lots of people just messing around in a big box.
sd_wich
This one is interesting, and I kind of like the lift and how fighting over it is so different to other SD maps. But the area for fighting over the australium is really dull.