MAPS| Feedback
Amaryllis | Solid Layout (there is a spot where you can get stuck in a prop) ,decent detailing,nice theme. It plays well enough.
Bella | While i like the skybox (apart from the clouds being pixelated) , the map itself contrasts it sharply by being all blocky? Not a huge fan of detailing in this one either.This one gets an "eh" vote ,remaining under no opinion.
Berlebeck | While i like this "Tug of war" idea, the map never really ends due to one team having to push the cart to the enemy base through a massive chokepoint. You should add some logic that would end the round once the time runs out and whichever team had the cart on their side most of the game would lose.
Bombastic Forest | I'm not a huge fan of the final point,it feels very cramped ,the rest of the map has a decent enough layout. However, detailing isn't really there.
Burner | The layout is a bit blocky at times , but overall it's alright , but this map has almost no detailing ,hence my vote.
Canale |This map has quite a few large open areas that serve no real purpose and while gameplay is pretty solid at times, i can't help but dislike the water bit as that's only a viable route if you're a pyroshark or trying to run away (which only works against snipers at long range). Detailing-wise it's in beta 2,so it will get better over time.
Cannonburg |--- seems kinda average ---
Cavern | ---havent played it---
Descend | Layout is mostly fun and the mapper has changed the design of last quite significantly from the first versions of this map (it used to be a massive ,almost impossible to push chokepoint),so that's a plus. Detailing isn't there.
Fractal | Fun Layout , alright detailing.
Frostwire | --- only played it twice,can't make my mind up ---
Highwood | Pretty visuals , solid gameplay. It could use some extra detail in certain places but overall,it's one of the best and most finished entries.
Josh | don't like the layout (especially around the last point) ,detailing is "okay".
Kahoalii | While the layout is mostly fine , the first stage is all blocky ? where as the second stage actually has some detailing to it.This one gets an "eh" , i'd give it a yes if the first stage had as much dev detail as the second one.
Kinder | Reminds me of the old tf2 maps w/ its detailing,although the sightlines are horrendous and the final point is really hard to defend due to blu being able to flank and spawncamp (which is something they can do on pretty much all spawns).In short,not a huge fan of the layout,but the detailing is nice.
Longhaul | This map has Broken HDR (not that it matters much,this is a simple fix). It's quite chokey,i've managed to get stuck in a door and the last point is in between 2 red spawns they can camp to defend the cart. Final point needs some re-design.
Munitions |*My map,gotta scale it down a bit*
Pollock | --- only played 1 round ---
Preinvention | While this map is ambitious, the layout is rather confusing (especially s2),which really didn't add to enjoyment for me . s3 also has one too many flanking routes (often times i end up behind Blu's lines while im playing RED) . Detailing is alright around s1 / 2 ,but s3 could use a bit more work (current brushwork reminds me of those old achievement maps from 2010).
Rush | --- havent played it ---
Slipway | While it plays well enough, the detailing really isn't there. I'd also suggest the moving container to interact with the cart in some way,maybe blocking it off if the push is poorly timed.
Snowthistle |Layout is fine, gameplay is fun , the only thing i can think of is that the walls around middle could be made into displacements for extra detail.
Thorium | Not a huge fan of the layout,detailing isn't really there yet.
Tumble Tech | While it's almost impossible to defend due to how far spawns are from the final point, it makes the gameplay revolve around the central area of the map and the rounds are rather quick which is rather fun. Detailing is fine, nothing stands out in a bad way.
Wizard Town | --- cant make my mind up ---