TF2Maps.net Major Contest #15: Payload Checklist Contest [PRELIM VOTING]

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Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
contest banner.png


PRELIMINARY VOTING THREAD

Voting Format

The first round of voting is to whittle down the full list of 24* maps down to a finalist pool of 10 maps. This vote will be public-only. You may not vote for a map you worked on.

Votes are cast as either a Yes, No, or No Opinion. Every map is assigned a score based on Yes votes minus No votes. No Opinion votes have no effect. The highest-scoring maps will continue on to the finalist round.

You may consider whatever criteria you like for judging the maps. However, this is not a gameplay-only contest. Please consider how nice a map looks as a part of your score. How important detailing is to you is entirely up to your discretion.

I reserve the right to throw out any votes. This should only happen if someone appears to be obviously voting for their friends and nobody else. I don't think it's ever happened in the past, but I'm including this clause anyways.

Use this table to cast your votes:
Code:
[table=head]
MAPS | No Opinion | Yes | No
Amaryllis | x | |
Bella | x | |
Berlebeck | x | |
Bombastic Forest | x | |
Burner | x | |
Canale | x | |
Cannonburg | x | |
Cavern | x | |
Descend | x | |
Fractal | x | |
Frostwire | x | |
Highwood | x | |
Josh | x | |
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | x | |
Preinvention | x | |
Rush | x | |
Slipway | x | |
Snowthistle | x | |
Thorium | x | |
Tumble Tech | x | |
Wizard Town | x | |
[/table]

*This was previously 26, but two maps have been withdrawn from the running.

Deadline

Voting ends on 11:59 PM on 25th March 2019 GMT+1. Click here for a live clock.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | | x
Berlebeck | | x |
Bombastic Forest | | | x
Burner | x* | |
Canale | | | x
Cannonburg | | x |
Cavern | | | x
Descend | | x |
Fractal | | x |
Frostwire | x* | |
Highwood | | x |
Josh | | x |
Kahoalii | | | x
Kinder | x* | |
Longhaul | | | x
Munitions | | x |
Preinvention | | | x
Rush | x+ | |
Slipway | | | x
Snowthistle | | x |
Thorium | | | x
Tumble Tech | | | x
Wizard Town | x* | |

Will, of course, update when I play!

*I have played these maps, but have mixed feelings on them where I can't deliver a yes or no vote.
+ Need to play more
 
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S

saph


MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | | x
Berlebeck | x* | |
Bombastic Forest | | | x
Burner | x* | |
Canale | | | x
Cannonburg | | x |
Cavern | | | x
Descend | x* | |
Fractal | | | x
Frostwire | | | x
Highwood | | x |
Josh | | x |
Kahoalii | | | x
Kinder | | x |
Longhaul | | | x
Munitions | | x |
Preinvention | | | x
Rush | | | x
Slipway | | | x
Snowthistle | | | x
Thorium | | | x
Tumble Tech | | | x
Wizard Town | x* | |
* - I've had mixed experiences on these maps. I can't give a definite yes, but my opinion is solidified enough to justify a no.

Here's all 24 preliminary maps (753MB total, 463MB compressed) in one convenient spot! This may be updated to a smaller pack following the preliminary voting. It will likely be removed following the contest's conclusion.
Pack Note: This has been updated to remove maps that have been dropped from the submissions and to address the Bella version used (B2)! I've also confirmed that my version of Thorium (A4) is the same as on the server, but I recompressed this anyway.
 
Last edited by a moderator:

Mathtriqueur

L1: Registered
Aug 11, 2018
40
19

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | x | |
Berlebeck | Played but less than 15 mins| |
Bombastic Forest | | | x
Burner | x | |
Canale | | | x
Cannonburg | x | |
Cavern | | | x
Descend | | x |
Fractal | | x |
Frostwire | x | |
Highwood | | x |
Josh | | | x
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | x | |
Preinvention | x | |
Rush | x | |
Slipway | x | |
Snowthistle | | x |
Thorium | x | |
Tumble Tech | x | |
Wizard Town | | x |

This isn't my finally vote.

Dockyard points A to C are good but the current version has a lot of missing textures/props and point D doesn't work for me mostly because it complicated, does a U turn near a deathpit and feels anti-climatic.

Snowthistle seems a bit over-scaled for me but like around 3 to 9% to big (barely anything to worry about). really like the tug of war aspect.

Josh seems too complex for points A and B and point C feels that it needs to be separated into 2 points since blu needs to push red to their spawn since there a part of the track that goes pass the last red spawn door.

Wizard town last seems a bit weird but other than, it's good map.
Also, why is there a buried fridge in the open?

Descend is good, minus the chokey last and the quick 180 right after A

Canale has some issues with water (not the entirely the map fault) but the choke before capping B makes it pretty much impossible to see anything pass that. also, the payload capping area is WAY bigger than need making it so that you can hide behind the boat and still cap it. (it's like if you the train behind the capping area of frontier but still being able to cap it even though you need to stand in front)

Bombastic forest as a leak of sorts. also, no draws and other stuff. went from yes to no
 
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nesman

master of fast travel
aa
Jun 27, 2016
1,390
1,232

MAPS | No Opinion | Yes | No
Amaryllis | |x |
Bella | |x |
Berlebeck | |x |
Bombastic Forest | |x |
Burner | | |x
Canale | | |x
Cannonburg | | x|
Cavern | | |x
Descend | | |x
Fractal | |x |
Frostwire | | |x
Highwood | |x |
Josh | |x |
Kahoalii | | |x
Kinder | | x|
Longhaul | | |x
Munitions | | x|
Preinvention | | x|
Rush | |x |
Slipway | | |x
Snowthistle | |x |
Thorium | | |x
Tumble Tech | |x |
Wizard Town | |x |

Final votes
 
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⁽ᴵᴰᴳ⁾CaptainRussia94

L2: Junior Member
Nov 26, 2018
91
75
[Sorry]

Barely played anything or attended IMPs (my bad, sorry but I had other things I wanted to do) Many of the maps changed since I last played them so I can't judge yet.
I'll change this if I play something recent.

EDIT: I'm not going to be able to properly judge these maps, so I'm closing my votes to save time.
 
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Izotope

Sourcerer
aa
May 13, 2013
698
764
[Retracted]
Unable to play and vote for enough maps due to time limitations I've recently met.
 
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Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,850

MAPS | No Opinion | Yes | No
Amaryllis | x | |
Bella | | |x
Berlebeck | |x |
Bombastic Forest | x | |
Burner | |x |
Canale | | |x
Cannonburg | |x |
Cavern | | |x
Descend | | x|
Fractal | x| |
Frostwire | | |x
Highwood | |x |
Josh | - |- |-
Kahoalii | x | |
Kinder | x | |
Longhaul | | |x
Munitions | x | |
Preinvention | x | |
Rush | | |x
Slipway | x | |
Snowthistle | | |x
Thorium | | |x
Tumble Tech | | |x
Wizard Town |x | |

You may notice that some maps are filed under "no opinion."
This means that I currently don't like a map enough to give it a Yes vote, but also don't dislike it enough to give it a No vote. These votes might still change before the 25th, but probably not very much.
 
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That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38

MAPS | No Opinion | Yes | No
Amaryllis | x | |
Bella | x | |
Berlebeck | x | |
Bombastic Forest | x | |
Burner | x | |
Canale | x | |
Cannonburg | x | |
Cavern | x | |
Descend | x | |
Fractal | x | |
Frostwire | x | |
Highwood | | x |
Josh | | x |
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | x | |
Preinvention | x | |
Rush | x | |
Slipway | x | |
Snowthistle | x | |
Thorium | x | |
Tumble Tech | x | |
Wizard Town | | x |
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035

MAPS | No Opinion | Yes | No
Amaryllis | x | |
Bella | | | x
Berlebeck | | | x
Bombastic Forest | x | |
Burner | x (my opinion)| |
Canale | | x |
Cannonburg | | x |
Cavern | | | x
Descend | x | |
Fractal | | x |
Frostwire | | | x
Highwood | mine | |
Josh | x | |
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | x | |
Preinvention | x | |
Rush | | x |
Slipway | x | |
Snowthistle | | x |
Thorium | | | x
Tumble Tech | | | x
Wizard Town | | x |
Will edit later
 
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Yoshark

L3: Member
Jul 29, 2016
128
137
Guess I might as well set this up quickly. Also, am I going to be the only one to put my votes into a spoiler as not to make the page unnecessarily longer?

MAPS | No Opinion | Yes | No
Amaryllis | x | |
Bella | | | x
Berlebeck | x | |
Bombastic Forest | Mine - Cannot Vote | |
Burner | x | |
Canale | x | |
Cannonburg | x | |
Cavern | x | |
Descend | x | |
Fractal | x | |
Frostwire | x | |
Highwood | x | |
Josh | | x |
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | | x |
Preinvention | | x |
Rush | x | |
Slipway | x | |
Snowthistle | | x |
Thorium | x | |
Tumble Tech | x | |
Wizard Town | | x |
 
Last edited:
Nov 28, 2017
130
119

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | | x
Berlebeck | | | x
Bombastic Forest | | | x
Burner | | | x
Canale | | x |
Cannonburg | | x |
Cavern | | | x
Descend | x | |
Fractal | cantvoteonmyown | |
Frostwire | | x |
Highwood | x | |
Josh | x* | |
Kahoalii | x | |
Kinder | | x |
Longhaul | x | |
Munitions | | x |
Preinvention | | | x
Rush | x | |
Slipway | | | x
Snowthistle | x | |
Thorium | | | x
Tumble Tech | | | x
Wizard Town | | | x

Canale: I really like this map, and have been viewing it from the beginning of its development. There are some problems with it, including sightlines and how hard it is to push through 2nd (OP sentry spots), but this map utilizes the concept really well, to the point that I'm having fun playing in this map. I can't wait to see more updates to it.

Berlebeck: This map is decent to look at. For gameplay, there are major problems, as it feels like hightower but the objective is even harder. I will say that the objective is being played more often but its hard to push through without going back and forth infinitely, so the game turns more into a deathmatch. I would look past these flaws if the overtime had something different that can end the game sooner but overtime basically never ends so it goes on for infinite. It's disappointing for me because there are many well developed gameplay spaces that is fun for deathmatch but this doesn't play well for payload race.

Preinvention: I kinda like this map, despite the chokepoints and some sightlines through catwalks. It's quite creative in some areas, albeit confusing. If you developed this map more so that it would be less confusing (I had a hard time as an attacker knowing where to go and which routes are flanks), and fixed some of the sightlines, I would've probably voted yes.

Munitions: This is a well constructed map, I can definitely say this. The paths are simple and easy to understand, there was no point where I was confused on where I was. There are few sightlines despite how open this map is, though I will say that second stage did feel like a sniper v sniper at some point. If there were a bit more changes in some chokepoints that would help attackers a bit more, I'd say it would be a perfectly made payload map.

Frostwire: I like this map, I have fun playing on it but there are problems that I wish would be attended to in the future. I'd say most of these problems stem from last and the choke between the bridge and the third(?) point but there are some other problems as well. First, I want to say that last has flank problems, in that when I enter (as red) the flanks on the left, there's either an enemy to my left, right and/or top of me, and its all cramped. I'd say just simplify some of these paths so when I enter, I can assume where the enemy would likely be. Second, the choke between the bridge and third needs to be fixed, either by removing sightlines through obstacles like fencing, removing the sentry spot or moving back the point to right after the cart passes the bridge and over the hill because it feel like you have to push for way too long in that area. Lastly, there are many flank areas, mainly the beginning, that serve no purpose other than just being there, which can lead to some general confusion. But yeah, despite these problems, there are many creative things that you utilized well in this map and if these problems were fixed, it would make a fantastic payload map.

Tumble Tech: It has the standard payload race problems where things become stalematey, and it also has similar issues to Hightower as well but vertically. In Hightower, when the two carts are at the end, most of the gameplay is centered on the tower and the narrow path between the two carts, whereas the rest of the map is an open space flank. Tumble Tech has this but the problem is more 'extreme' in that the gameplay at the end is mostly on the third level, and being in the second and first levels makes you more vulnerable due to the sightlines that cover the whole area. It's a bit complicated so if you need further explanations, contact me. The tunnels mildly fix this problem but they do get confusing and are useful in mostly surprising enemy players. Other than that, there are areas that are a bit fun to fight on but some like the cart paths are a little constricted. I like the visuals, colors standout well.

Burner: Not a huge fan of this map, it really feels unpolished. I played this many times and I felt always confused and both attacking and defending felt awkward, there are so many gameplay spaces where I felt disadvantaged, even with a medic combo. There's sightlines, there's bugs with spawn points, there's cramped spaces and there's too open spaces. I wish there was more work put into this fixing these problems because it feels like a mishmash with not much identity.

Slipway: I have mixed feelings. I like the artstyle though it needs some improvements, boats and docks are a rare theme in TF2. You were very creative in the checklist with moving crates and even a boat as a beginning with water parts as pits. Still, there were many problems that needed to be addressed, with most of them being in the last point. I can't play last point, it feels like where all the fun of the map drops for me. Not only is the redspawn on the side, the whole area feels so confusing and decentralized. I just don't know where to fight and the situation of I am in. I feel like I know what you were trying to do here but it didn't work for me. Other problems within the whole map include some annoying sightlines and just general confusion but they're magnified in last.

Amaryllis: At first set of tests, I thought this map was just chokepoint after chokepoint and felt that Red team has a way too easy time defending. But recently, after playing with more balanced and communicative teams, this map is really fun and challenging. This map really feels unique in its gameplay, not just through the checklist but in general; there's great height variation, nice open spaces that are not too open for there to be strong sightlines, and its overall easy to understand when playing with a team. I don't know whether you were making it at a competitive mindset but this map feels like a better PL comp map than most official ones currently played. This map also really looks nice, the colors look great and I hope you continue a bright theme like cp_sunshine. I hope you would continue updating because I can see a bright future for this map.

Thorium: This map is broken. Leaks, FPS issues, missing cubemaps, and all that. That said, there was one highlight where I headshot a dead ringer spy into a deadly frog and I thought that was amazing.

Bella: It's a hit or miss for me, despite really liking the aesthetic. There are some chokepoints and areas near last where RED team basically dominates the game with ease. Some areas felt cramped and there was a severe lack of health packs for both teams to find. I really like the custom prop and the map looks nice, albeit some problems with the fog and other particle effects that looked really off. Even though there are 3 points, this map feels really short and I wish it was either multistage or at least 1 more point added.

Bombastic Forest: I played this map far more than any of the other maps in this contest. From a1 to the current version, this map has always had problems, albeit each version had different ones. Even though this map has went through so many updates, the first and second point are largely the same and I feel like those parts of the map needed changes the most. The start is a large outside hallway with a sightline and already a huge choke that might even force BLU team back inside. Then, after the first point, the map turns into a maze, which might be fun for spy but not for any other reasons. There's a large building with patios outside that give off insane heights, and the cart path is still another large sightline. There's another large building that gives a flank that either benefits the RED team insanely or the BLU team insanely, depending on the positions of the teams. Then theres a huge courtyard with the train that is powerful for snipers, and the red spawn is a bit too close for BLU team to attack without spawncamping. Then, we move onto the other half of the map, and its a huge step forward compared to the first half. While last is chaotic, there's great positioning and both teams can try and take advantage of the perilous environment. The other point wasn't anything memorable but sufficient. I really wish you would've fixed the problems with the beginning of the map because the reworks you've were great and showed that you could definitely make a fun map. I also never understood why this map was called Bombastic Forest.

Josh: I have played this map quite a bit but I don't know whether I like it or dislike it.

Kinder: This map is one of the most detailed and visually best maps in this contest. It not only fits great into the TF2 artstyle but it capitalizes it in such a way that I believe it looks better than some official maps. What shocked me is how optimized and stable the map is, even how detailed it is. For gameplay, it doesn't hold up I believe. I'd say this is one of the most linear payload maps in TF2, there's rarely any branching flanks that deviate from the main route. I'd say the first and second points are the best parts of the map, they're very open and unique but aren't so open where snipers can dominate. The last parts of the map are not the best, right after the second point is a large open outside hallway that is both hard and frankly boring to attack through. The final point is interesting as RED team has buildings to work with that center around the point and there is a large cliff face that acts like an interesting flank. Despite the problems, I had fun playing through this map, with all classes.

The maps I haven't played on the contest version with full amount of people were Snowthistle, Rush, Descend, Highwood, Kahoalii, and Longhaul. I wish I played these in the imps, some of these are really creative and made really well, but for some reason I never had the chance.
 
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Maid

Succubus
aa
Sep 29, 2018
246
554

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | | x
Berlebeck | | | x
Bombastic Forest | | x |
Burner | | | x
Canale | | x |
Cannonburg | | x |
Cavern | | | x
Descend | | x |
Fractal | | x |
Frostwire | | x |
Highwood | | x |
Josh | | x |
Kahoalii | | | x
Kinder | | | x
Longhaul | | | x
Munitions | | x |
Preinvention | | | x
Rush | | x |
Slipway | | x |
Snowthistle | mine | |
Thorium | | | x
Tumble Tech | | | x
Wizard Town | | x |
 
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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
MAPS | No Opinion | Yes | No Amaryllis | | x | Bella | x | | Berlebeck | x | | Bombastic Forest | x | | Burner | x | | Canale | x | | Cannonburg | | x | Cavern | x | | Descend | x | | Dockyard | x | | Fractal | mine! | | Frostwire | x | | Highwood | x | | Josh | | x | Kahoalii | x | | Kinder | x | | Longhaul | x | | Munitions | | x | Pollock | x | | Preinvention | | | x Rush | | x | Slipway | x | | Snowthistle | | x | Thorium | x | | Tumble Tech | x | | Wizard Town | x | |
Gosh this is hard to format on mobile
I look forward to playing other maps so I can update the table!
Edit: dodgy broken table will be fixed when I return home
Edit 2: Actual fixed table


MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | | x
Berlebeck | x | |
Bombastic Forest | | | x
Burner | | x |
Canale | x | |
Cannonburg | | x |
Cavern | | | x
Descend | x | |
Fractal | Mine! | |
Frostwire | | x |
Highwood | | x |
Josh | | x |
Kahoalii | | | x
Kinder | | | x
Longhaul | | | x
Munitions | | x |
Preinvention | | | x
Rush | | x |
Slipway | x | |
Snowthistle | | x |
Thorium | | | x
Tumble Tech | | | x
Wizard Town | x | |
* = maps I have not played

Little bit of feedback for a few maps and for my decision for them:
cool but B is very chokey because of the routing and the spawn + point location, which could be heavily improved on. I generally found last and 1st to be my favourite bit of the map, however the rest was fun (if you got past B). I also think the detailing is nice but a bit messy/noisy at areas
quite neat and an interesting + super twisty track path, but hard to finish the map because the cart gets so close to spawn. I didn't get to play enough of this map to come to a proper decision, however I found it fun from what I did play and wish it had been refined a little more
Feels insanely chokey, no idea how to push the point before last as we have a single tight entrance to the point + constant lowground. The map also feels very short, I guess you tried to compensate for that with how ridiculously chokey it is.
Nice ideas but a bit of an annoying, confusing and sightliney layout that I feel still needs quite a bit of work (don't be afraid to remove or remake more areas)(Also quite a few unpacked things and broken bits of lighting). I do like how it can lead to some really intense defenses and pushes though
Looks wonderful, I enjoy how it plays a lot of the time although the texturing feels a little samey throughout which can lead to me getting a bit lost (if you had been able to get the next version out I wonder if that would have fixed it). Last also feels wierd to defend/attack with the tight entrances, and first can be held very well occasionally (only happened on a few tests though, so idk what that was about)
I love the idea but I feel like the execution falls a little short with the layout - I'm sitting on the wall with this because I enjoyed certain areas but overall it was a tad meh, can't wait to see your post-contest changes.
You do not play this map, you experience the myriad of issues and bugs. Phi's little gate trick was very cool but hurt gameplay just a little
I'm not sure what to think of this map. I really like the opening area up to the exit of the elevator's cave but after that it feels really wierd and chokey to play on for me. Last is impossible to get in for blu unless they have an uber due to the tight entrances and sightlines to each, but once blu pushes in it feels super hard to get them out and they seem to win each time that happens
I think the map is pretty cool but it feels a bit wierd to play around - some areas feel like they have no health/ammo and last is a little plain/boring for my tastes - it is also a nightmare to hold the cart there. Generally I did find this map fun, and some of my favourite moments for this contest were on this map
B is super hard to push, sort of boring - attackers have to go very close to the red spawn to cap + they spawn at the start of the map. It's also pretty boring to be held up at certain spots as blu like the ramp at B, and I think your idea of 'retain the original concept/layout' hasn't been that good for gameplay overall. At least the map looks beautiful + lots of interesting little areas
I like it a lot although last is still a bit eh. Blu must push right past Red spawn which is hard, but this new change - where they have to go past the spawn then some more instead of a drop into the pit just before the spawn - makes it nigh impossible to cap. Overall I enjoyed this map a lot aside from having to attack or defend last
stage one feels really iffy, quite a few really big sightlines and it's a bit boring to play on as it feels rather blocky and unrefined. Stage 2 looks really cool, although last seems very hard to cap. Would love to have seen this tested some more so it could improve + played S2 a bit more in tests and all
Looks very neat but the layout has some issues, especially at last where blu must run so far. Also full of sightlines. Another thing, do you even check the feedback page? I've seen some issues persist since the first few versions despite multiple feedbacks. It's honestly just annoying to see no changes on these glaring problems and frustrates me to no end since many of the things felt very easily fixable.
I think the map is quite wide at places, and there seems to be an odd amount of pickups at points - either too much or too little health/ammo. I generally enjoyed it, but I'm really not too sure about some of the gameplay. I really want to see this worked on after the contest to get some of the issues fixed
Last is impossible to defend due to the tight area and insane height attackers have. This map also seems to just really encourage fighting right outside the spawns in general because of the routes given. Attacking the cart when the enemy cart is near the finale is impossible, defending is very hard to do and it feels like 'if one team starts to win they'll keep winning'
If anyone would like clarification on feedback given, or a bit of feedback on a map that I didn't list here, just PM me on the site or on Discord; I've played each map and just wasn't sure how to condense it for a lot of them (although for some I just didn't play them enough to come to a proper conclusion)
 
Last edited:
Jan 20, 2019
391
622

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | x |
Berlebeck | | x |
Bombastic Forest | | x |
Burner | | x |
Canale | | x |
Cannonburg | | x |
Cavern | | x |
Descend | | x |
Fractal | | x |
Frostwire | | x |
Highwood | | x |
Josh | | x |
Kahoalii | | x |
Kinder | | x |
Longhaul | | x |
Munitions | | x |
Preinvention | | x |
Rush | | x |
Slipway | | x |
Snowthistle | | x |
Thorium | | x |
Tumble Tech | | x |
Wizard Town | | x |
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413

MAPS | No Opinion | Yes | No
Amaryllis | |x |
Bella | x | |
Berlebeck | x | |
Bombastic Forest | x | |
Burner | x | |
Canale | Mine | plz vote | ok I'll leave
Cannonburg | | x|
Cavern | x | |
Descend | x | |
Fractal | x | |
Frostwire | x | |
Highwood | x | |
Josh | | x|
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | x | |
Preinvention | | | x
Rush | x | |
Slipway | x | |
Snowthistle | | x|
Thorium | x | |
Tumble Tech | x | |
Wizard Town | | x|

Feedback

Amaryllis - The map's layout is pretty enjoyable, with quite a few flanks for spies and scouts to pass the front lines, but B is far too defendable. The aesthetic is fantastic, my favorite spot is Blu's first spawn. Although, in the large flank near B you can place buildings on the orange doors in the floor. It's not a big problem, but you can block people from getting in with 2 teleporters. Overall a nice map, but gameplay polish is needed

Cannonburg - Gameplay overall is pretty good, and the brick aesthetic is a nice touch. The tank opening up walls and the jump pads are really cool gimmicks that spice up the gameplay very well. Also the grinder is pretty great with the healthpack. A really fun map that's worth a play.

Preinvention - Overall the map feels somewhat cramped. The wood aesthetic in the first stage is pretty interesting, but there are many beams that you get caught up on. The teleporter spawn room gimmick is very confusing if you came into the map after the tutorial segment of the map, and many spots are slightly overscaled. The amount of ambition in this map is admirable, and I could see this ambition being useful in the future.

Snowthistle - Lets get the obvious out of the way, that ice waterfall is amazing, although the ice itself is somewhat annoying to slip and slide on. The "tundra castle" aesthetic is a great theme, and I find the gameplay akin to that of hightower, but with a competitive spin. Super enjoyable, would recommend.

Josh - Gameplay-wise, I enjoy this map. The large amount of height variation and props to hop onto are great for scouts and soldiers, but in some places you can get stuck behind rocks via rocket jumping. The hilarious minecraft blocks in some places are great in the humor of the map, and the lava is fun to look at. Last point is a great final for jumper classes, letting soldiers be able to market garden and demos being able to bomb. There are some perch points that feel unfair and bathed in darkness, the deathpit can also be pretty annoying at some points. besides those negative points, Josh is a fun time with a good aesthetic.

Wizard Town - The gameplay for wizard town is quite a treat, I enjoy the geometry and cover in many places, but there are some issues I have with the gameplay. First is the giant wood door near A, there is no signage signifying that there is a way around it, and the paths around it are not specifically marked with arrows or signs telling you that "A is this way". The pumpkin bombs are a slight annoyance, but that's just a quirk with Halloween maps in general. Last is a very fun place to deathmatch with other players, although its easy to mistake the courtyard at last as a dead end thanks to the lack of directional lighting and signage in some areas. Alright, lets talk about detail. The aesthetic of the map is very nice, I love the "Spooky Castle" theme you were going for, and the map is very well-lit for a nighttime map. The merasmus statue in Red's first spawn courtyard is really cool to look at, but there's a bug where if you're right next to it your bullets just disappear. Also it would be cool if the bominomicon talked to players pushing the cart.
 
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Khuntza

L4: Comfortable Member
Dec 29, 2009
155
102

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | x |
Berlebeck | x | |
Bombastic Forest | x | |
Burner | | | x
Canale | | | x
Cannonburg | x | |
Cavern | x | |
Descend | | x |
Fractal | | x |
Frostwire | | | x
Highwood | | x |
Josh | | x |
Kahoalii | x | |
Kinder | | x |
Longhaul | | | x
Munitions | x | |
Preinvention | x | |
Rush | | x |
Slipway | | | x
Snowthistle | | x |
Thorium | | | x
Tumble Tech | | x |
Wizard Town | | | x
Votes cast after a run through of each map following both the soft and hard deadlines. That's twice I have loaded and examined each map in detail.

My votes come with the caveat that I have been unable to actually playtest any of them (as in on a full server with other players) so I can only judge based off educated assumptions based on layout. I also put heavy weight on the requirement to complete an artpass as part of the competion.

I'm happy to discuss my feedback on individual maps with their mappers if they want to hit me up in discord.

Some general comments.
- It was good to see so many people being creative and innovating. The firing cart in Cannonburg and the use of the boat in Canale both come to mind. Likewise with the alternate game modes in Snowthistle and Berlebeck
- Many of the maps seem to have paths that seem way excessively long. Perhaps this is a tendancy of newer mappers but I feel smaller maps would have been better both from a gameplay/replayability and from a workload/completion perspective.
- It's disappointing to see so many maps not a reaching a completed stage with many still largely textured with dev textures and not artpassed.
- Several maps weren't packed correctly with missing decals and props. This makes me sad.
 
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xB33

L1: Registered
Jan 14, 2012
12
10
I'm basing my vote on : 1) the way the map plays , 2) the way the map looks.

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | x | |
Berlebeck | | | x
Bombastic Forest | x | |
Burner | | | x
Canale | | | x
Cannonburg | x | |
Cavern | x | |
Descend | | | x
Fractal | | x |
Frostwire | x | |
Highwood | | x |
Josh | | | x
Kahoalii | x | |
Kinder | |x |
Longhaul | | | x
Munitions | - | - | -
Preinvention | | |x
Rush | x | |
Slipway | | | x
Snowthistle | | x|
Thorium | | | x
Tumble Tech | | x |
Wizard Town | x | |

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 ---
 
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Aapelikaeki

L4: Comfortable Member
Feb 24, 2018
154
144

MAPS | No Opinion | Yes | No
Amaryllis | x | |
Bella | x | |
Berlebeck | | x |
Bombastic Forest | x | |
Burner | x | |
Canale | x | |
Cannonburg | x | |
Cavern | x | |
Descend | x | |
Fractal | | x |
Frostwire | mine and hamsterkins' map (vote for it pls) | |
Highwood | | x |
Josh | x | |
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | x | |
Preinvention | x | |
Rush | x | |
Slipway | x | |
Snowthistle | | x |
Thorium | x | |
Tumble Tech | x | |
Wizard Town | x | |

I didn't get to play much but I wanna feedback the stuff I played so here:

Berlebeck

Pretty fun vertical gameplay. Definitely feels like a death arena for people to fight on instead of a real place, and the visuals are pretty bland but I had fun.

Cannonburg

I think I played this in the casuals. It's a no opinion for me because I can't decide if it's a yes or no and haven't played it enough but here's some feedback. It's a bit blocky, and some of the shutter doors were just pretty confusing. I think I still had some pretty fun moments in there.

Fractal

I really like the dark theme and brushwork. The tight turns and ramps were fun to play around. However the last point of both stages isn't fun to attack and looks kinda bland (the lift and teleport thing were the only interesting parts there.

Highwood

Looks really good and I like how many tiny routes the simple open areas have. Sometimes I felt like I got overwhelmed by either atttackers or defenders but it was still fun.

Snowthistle

I like dropping on people as a heavy. Also looks pretty cool (heh)
 
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pumpko

L3: Member
Jul 31, 2018
125
208

MAPS | No Opinion | Yes | No
Amaryllis | | x |
Bella | | | x
Berlebeck | x | |
Bombastic Forest | | | x
Burner | | x |
Canale | | | x
Cannonburg | | |
Cavern | | | x
Descend | | x |
Fractal | | x |
Frostwire | | x |
Highwood | | x |
Josh | | x |
Kahoalii | x | |
Kinder | x | |
Longhaul | x | |
Munitions | x | |
Preinvention | | | x
Rush | | x |
Slipway | | | x
Snowthistle | | x |
Thorium | | | x
Tumble Tech | | | x
Wizard Town | | | x

subject to change, obviously
FEEDBACK:

First half of this map is really great to play on as mobility classes, given how many routes there are (without being too confusing) and some of them requiring more mobility than others. The first area is also rather open without feeling like a big box with stuff in it, which makes rocket jumping around a literal blast. I often found myself playing scout on BLU and flanking behind the enemy using the building route to the above right of the point (from BLU’s perspective). I found this route to be good for flanking classes such as scout and soldier, while the left route that leads behind the point being better suited for power classes with a medic accompanying them. The second point seemed to either be a huge choke for BLU, or an easy steamroll, depending on how RED’s respawn occured. This often led to players simply abandoning the 2nd point and instead set up defenses around C, due to how long the path from B to C is. It might of just been me, but the entire area from B to C feels rather “disconnected” and open from the rest of the map. Due to how long it is, most fights didn’t occur here, and instead would just have BLU players walking from spawn to the cart. Since B-C is roughly a third of the entire map, it just seems like filler between the two main chokes/defending points for the map. The only fights I did see occurring here would be a single RED player sneaking past BLU and causing a distraction that ends up with BLU wasting time. Once BLU reaches C, RED will have almost entirely set up a massive defense as most players didn’t spend any time trying to defend on C, usually staying on the other side of the bridge. Once BLU finally reaches last, it just seems to be a standard “RED holds for as long as possible with a sentry or two as a soldier watches the flanks and a heavy guards the main entrance”, which isn’t a bad thing at all. It never felt too hard to push in as BLU, but sentries seemed to be rather strong on last. Defending was enjoyable, as I found myself pushing forwards more often than I was holding back. One final thing to note was that my frame rates were rather low, which I guess is to be expected from a map this open and detailed. TL;DR, first and last area of the map are great, but the middle area seems very disconnected and long, without much action ever taking place in it.

Right off the bat, I just want to mention how much I love the custom assets that you’ve made for your map. It just gives it a feeling of how much you seem to care about Bella and what you want the overall aesthetics to feel like. That being said, the entire map felt like a very narrow path with more narrow buildings surrounding it. Coupled with a bunch of clipping problems, specifically with the decorative beams, it sometimes got frustrating to navigate around the map. This led to me often taking the simplest route to the cart, even if that route was being heavily defended. The only real use I saw the flanks being used for was for someone to grab a healthkit or ammo, as a soldier can easily spam into a doorway to prevent anyone from pushing through. A lot of the flanks didn’t really function as good flanks either, as they ended up taking you to the same place you would of ended up in if you followed the cart, but you are even more vulnerable due to how narrow the halls are. Lastly, last felt extremely open, without any real ways to approach it as BLU other than doing a blind push around a corner with a wicked nasty sightline. Defending as RED seemed to just be as simple as spamming projectiles near the cart, since most of the time the splash damage will hurt everyone trying to reach the cart. The map is awfully short too, meaning that 90% of the map is played near last, with the first and middle area being completely forgotten as BLU usually steamrolls right through it. TL;DR, map is extremely narrow in some places, with the flanks being rather painful to use due to how thin and unclipped they are. Only real place for RED to defend is at last, as anywhere else can just be spammed out with projectiles.

This map has been through a lot, and I can tell you really care about having the map be as playable as possible. While there isn’t any real major issues with the overall layout (except for last), the map just seems really slow and droning to play. Many parts of the map are just very long and linear paths that the cart goes through without any real reason to take the few available side paths. And because of how long some sections are, playing sniper is extremely easy and lets a player defend most points without any risk. The first area where BLU spawns is really open, and RED can’t really defend much and instead has to fall back into the building where the first point is. Once BLU captures the first point, they need to push through a long downhill section that can be defended easily with a few snipers. Again, I can’t really find any huge red flags with the layout, but it’s all just extremely linear and uninteresting to play on. Once BLU reaches last, they are usually stuck trying to push through as there aren’t any real good ways to get into last. The main cart path in the tunnel is narrow, and can be easily defended by a few RED soldiers or demomen. The second route with the dropdown/cave/tunnel is also easy to defend, as a sentry can easily kill any players who attempt to drop down. Lastly, snipers can stand in the back and have easy sight into both routes, without any real risk of doing so. TL;DR, map is really slow and uninteresting to play, without many features that would make it memorable. The first few versions of the map were honestly way more fun to play, even if they were technically more flawed. They had more height variation and more twists and turns that made it fun for BLU to attack.

Although the map isn’t detailed or textured, it is easily my favorite map in the contest. The biggest thing I like about this map is how is it both extremely open, and separated into sections at the same time. The map features many rocket jumping routes that make the long walktimes from spawn easier to deal with as soldier, and the height variation is just so fun to play around. I’ve played this map since the second version and it’s always felt fun to play as multiple different classes. As scout, there’s many flanks I can take that let me get behind RED or BLU without it feeling too disconnected from the map. As soldier, I can freely rocket jump around and surf on the massive ramps which just feels great to do. As pyro, I can defend many areas without it feeling like I’m at a huge disadvantage for playing pyro. The overall theme of the map seems to be a constant uphill battle with lots of nice height variation, without it feeling like BLU is constantly at a disadvantage, as the flanks are nice and open, and lead to different areas around each point. Besides bad clipping, I can’t really think about anything that severely hurts the map. But there are a few things I noticed that were definitely a little iffy to play around. Specifically, the first and last point. The first point is a really long and open section that snipers seem to have a field day on. A BLU sniper can punish any defenders for simply walking into the path of the cart, meaning that most of the time defenders will be all cramped around the shed/hut until an ubered soldier or demo completely decimates the entire team. Once BLU captures first, the area from the entrance to the building to where the old cart door used to be just feels really awkward to play around at times. Most of the time I won’t take the main path the cart goes through, and instead go through the wide open path to the right (from BLU perspective) and sneak around to deal with any defenders before I can push. The rest of the map is really fun to play though, without too many issues that would hinder the gameplay. Last isn’t too flawed, but I feel like trying to push through the extremely narrow path the cart takes is a death sentence, as most victories for BLU seem to come from the entire BLU team using the side flank to kill all defenders, and subsequently win the game. TL;DR, really fun map to play on as all classes, with great use of height variation and ramps that make mobility classes even more fun to play. Main issues are sightlines and bad clipping, but this overall does not negatively impact the map in a way which hinders the gameplay.


First off, I applaud you for trying something really unique that not many maps seem to do. TF2 normally doesn’t play well with a lot of water, but I never really felt like the water in this map negatively impacted the overall experience. The boat cart also ties in with the water theme of the map, and I never felt like I had to adapt to the fact that the cart wasn’t a cart, but instead a a large flat platform that moved along the map. That being said, those are sadly the only positive things I can say about the map, as everything else is either okay or outright frustrating. First off, and the main issues that plagues the entire map, is how open and massive some areas are, specifically the first point. Most of the time, there will always be one or two RED snipers at the top of the water slope, and they can see nearly every single part of the first area. And there isn’t any real good way to get to them either, as the distance from BLU spawn to the snipers is extremely long. I often found that the only way to make any progress was to swim underwater and hope no one would see me, but it wouldn’t really do much because as long as I am in the water, I’m at a massive disadvantage which makes attacking nearly impossible to do. Once BLU captures the first point, which usually happens rather quickly, the boat will go down the ramp and into the house, which at this point will have every attacker die from either a sentry, or spammed rockets. If this happens, BLU is basically screwed as there is no easy way to reach the boat at this point. The back of the boat is blocked off, and both side paths are easy to defend, and if BLU finally does get on the boat, they can easily be killed with stickies or rockets due to how cramped the small area is. Out of all the times I have played, only a very small handful of playtests have made it past this part. This entire area is also plagued with sightlines, meaning that it’s even more difficult for BLU to retake the boat. And because of how much of a choke this area is, the rest of the map is rarely ever seen or played on. But from what I have experienced, it has the same problems that the first two areas have. Massive sightlines, weird, blocky routes, and odd geometry. TL;DR huge sightlines that cover massive areas, and the first choke right after the 1st capture point can completely kill the rest of the map if BLU gets stuck there. Water and boat is a nice gimmick that doesn’t feel painful to play, but the major problems hold back the potential.

The whole map feels like a spiral downwards with extremely long and straight sections without many alternative ways to go through them. The entire map consists of 90 degree right turns with downward slopes that goes all the way to last, without much variety to spice things up. The framerate in the entire map is also horrible, with many errors in the console indicating something is wrong with the map. There is also no respawnroom visualizers in RED spawn, meaning a BLU player can walk into spawn and spawncamp everyone and ruin the entire game. As well as this, the door that leads through the tunnel and onto A is bugged, and if a player stands in it when it’s supposed to close, it never closes, meaning that BLU can have easy access directly into RED spawn. Lastly, you have no visualizers on BLU spawn, but what seems to be a trigger_push? Even with these bugs that let BLU spawncamp RED, they still had a tough time pushing the cart because of how far it actually is, and how far they have to push it by RED spawn. Lastly, there isn’t any real area for RED to defend except for last, as the entirety of the map consists of long, straight paths with no cover or alternative routes. TL;DR, severe bugs involving spawn rooms, horrible framerate with errors indicating something is wrong, and the layout is too straight and open for RED to have any chance to defend.

Although the map isn’t detailed at all, the gameplay in this is so much fun. You’ve integrated height variation and angles in such a great way that makes playing any class fun to do. I also forgot that this map was made for the checklist contest, because I didn’t even notice any obvious “I put this here just to get a check”, which is something that many people didn’t do. Only real flaw I can think of is last, as most of the time BLU was stopped completely and wasn’t able to push in. But other than that, the entire map is really fun to play on. TL;DR, great height variation and angles, amazing use of the checklist system, last is flawed.

One of the only maps in this contest that I’ve played since A1, and it’s certainly changed a lot. The only thing that has stayed roughly the same is the beginning area of the first stage, and even that has been slightly altered. As of now, the map plays well and doesn’t seem to have too many problems, but that’s also one of the things that has left me stuck. I can’t really find something about this map that makes it stand out on it’s own. The warpgate idea seems neat, but nobody really notices it, and it doesn’t really feel like something to hold the map up as it’s own thing. In my opinion, the strongest parts of this map are the finals for both stages. Specifically, stage two’s last is what made me vote a yes for this map, as something about it was really fun to play on. The highground is evenly balanced for RED and BLU, but it is also easily defendable for RED. TL;DR, map plays well, and seems well balanced, but there isn’t much about it other than that. Second stage last is really fun tho.

This map was easily the hardest map to vote on, as it does so many things right, yet so many things feel flawed. I can tell that you two have put a huge amount of effort into making this map playable (given how awful the first version was), as well as giving it it’s own charm. However, as much fun as it was to play, I cannot ignore the flaws that this map contains. The worst issue this map has for me is that a lot of the map is very flat and long, meaning that the sightlines are awful in some places. On nearly every point in the map, there is at least one or two sightlines that a sniper can exploit with little to no risk. I have seen you slowly iron these out over time, but some of them seem to be permanent. Second issue I feel is that the first area where BLU spawns is massive, and RED can’t really defend much around it. This makes it feel as the whole area is just fluff to increase walk times for BLU. However, I am willing to forgive these issues for the fact that the entirety of the map’s layout was really enjoyable to play. I feel as if I am the only person with this opinion, but I love how the middle of the map plays, especially the area before last. And honestly, I can’t really think of what makes it fun to play. It might be that even though a lot of the map is flat, the geometry and surroundings are varied which helps change the flow of a match. The map has played well enough for me to give it a yes vote, but just barely from no opinion. The two main flaws of this map hold back the potential that I see in it. TL;DR, map has a lot of potential, looks really nice, and is very much fun to play on, but the sightlines and flat ground/empty areas hold it back.
 
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