Yes:
cp_garden_72_a3: I like the style and the color a lot, geometry and feel of it all is good. Some OP sniper sightlines from 2nd ramp through to back mid waterfall. I like the variety.
cp_kalt_72_b3: B got capped really quickly in most rounds that I played this map. Attacking out of the first spawn for blue was hard. I liked the gameplay around C & D.
ctf_contour_72_a3: I think if engis on last were nerfed and gamemode was fixed that it could be kinda fun. i think the details for people leaving spawn areas are a bit drab, could put some excitement there maybe. would like to see it played competitively.
koth_cloudtop: FPS is kinda bad in most places on the map because most places on the map are able to see eachother - as cool as these open areas are its probably best to sectio them off for fps' sake. The height around mid feels kind dangerous, maybe fine, but i like feeling like im not gonna die. =)
koth_egan_72_a5: I like it. Maybe 3 seconds universal instead of 2,4,6 across the counts. Experiment!
koth_pughead_72_b1: Generally had fun with this - interesting use of buildings and angles for new geometry things, while still using solid existing elements (the bridge). It was a bit hard to tell which side of the map I was on-maybe just hard to tell where mid was in most areas looking forwards. Some dark areas.
pl_clocktower_a1_72: I actually really enjoyed this! The second stage seemed hard to set up defense on with the low amount of ammo given to engineers, but we were playing at 7v8. The 3rd stage is pretty insane and it could easily be locked down with a competent defensive team, but I'd play it again.
pl_spacebase_nioxed72_b3a: Last feels a bit messy, gameplay wise and aesthetic wise. I like the cramped feelings over the station but it feels like some areas are really too cramped - ie need flanks - B point. B point is hard to retreat as a red when you get on fire, gotta go up side stairs and all the way back to spawn, etc, no easy way.
Didn't play:
koth_watertower_2
cp_banana_82_a5
cp_blandsjapan_72_a4
cp_coelslaw_72hr_a2_withdetail_hdr
cp_cowcanyon_72
cp_echo_72
cp_frostgale_b1
cp_kubeking_72_a5
cp_mom_72_a1
cp_nixonsummer2015_a4
cp_overgrown_b3
cp_peasant_72_a4
cp_tidewater_72
cp_track_point_72_final1
cp_woolfe_72_a1a
cp_zespice15_72_a1
ctf_intersect_72_a6
koth_basin_72_a5
koth_hazzmando_72_b2
koth_powerplant_72(2)
koth_ra_72_a1
koth_rocket_pit
koth_slaughterhouse_72_rc1
koth_transpose_72_a3
koth_turbulence_72_a1
pl_geit_72_a1
pl_way_72_b1
pl_zippycewpew_72_a6
plr_trestle_72
rd_wormatty_72_a1
sd_gremlin_a1
tc_valleyhamlet_72_a2c
Other feedback:
koth_nonameyet_b1: The mid point is cool that its simple and close-quarters. There seems to be a lot of healthpacks. I kinda wish my team could more easily back me up on the point, really easy to get meat-shotted between the fence and the stacks of green shit.
arena_scamper_72_a1: The moving car thing is a kinda cool idea but it suprised and annoyed me more than i thought it was cool beans.. The dark areas of the map feel overly dark. Good health placement at mid. Some geometry feels like it butts into 'my zone' too often, like walls are too thick or geometry too weird, kinda hard to explain.
cp_duststroll_72_v3: Hard to get out from A to B as blue since the routes can be locked down by height so easily. Lots of too-dark areas. Attacking 2nd is frustrating because all the entrances are really cramped and the only way to poke your head in is with an ubercharge. Neat geometry ideas.
cp_trotim4_72_a2: Hard to defend B. I like defending A because i stand behind the point area but it is hard to find ammo and health.
koth_mangoe_72_a5_fix: Second exit from spawn pretty much useless since it comes up right next to regular one. Map is a bit too simplistic and allows for enemies to spawn camp the exits easily.
pl_cargo_72_b1: Good transition from your first empty versions! Last seems too easy and first is prone to choking hard with that tiny tiny route on the cappoint. The lack of height given to blue may also be an issue. Second seemed a bit too easy to take. Third in the same way.
pl_displacement_a1_72: I think i like first point, but its a bit hard to tell my way around it even after repeated playtest. Second doesnt stay long enough, too easy for blue to invade red last, red last hard to judge because of that. A could be pretty cool !!
koth_turf_72_b3: I felt a bit too obligated to immediately enter the enemy battlements because where else am I going to go after taking the point and no enemies are around - and it's right there afterall, 5m in front of me - this ended up taking me out of the koth area and the fight to secure it. I don't really like the one way door area, it felt a bit bland and empty beyond that use, boring a bit, flat maybe. I like the detailing, it looks good!
cp_jess72_a4: Map is really large. Lots of walk times. Intro areas of base are really similar and confusing - you could chop those out and the distances from mid to base may be okay. Mid is a bit large-scale generally too.
cp_sakura_hill_72c: Navigating the layout at first is a bit confusing because you can end up at locked points with no enemies around. The steel type is kinda fun and attacking last is fun.
cp_suomimies55_72_a4: Pretty fun area, some bad fps approaching mid. Hard to tell layout a bit when approaching mid - may want to let players gain some highground like powerhouse so they can observe routes better / easier. Like how you might go spec to see layout - let players do that.
koth_altwine_72_a1: I actually enjoyed it! I think mid should be more bumpy with displacements to make sniper HS harder, and should def make that HDR bloom less intense with a tonemap_controller entity.
koth_crop_72_a4: I like the theme! Pretty okay ammo and health placement for the most part, a bit hard to find ammo on mid. Mid is pretty flat, makes it hard to dodge sniper HSs or flank generally. Hard to hit snipers on roof battlement cause they dodge splash so easily up there, idk how to fix that easily.
koth_waterock_72: Map should have 'direct' lighting from the light_environment so sun shines illuminating player colors - can't see player color at all on point area. Bases generally too close to point area, need buffer zones and fallback places, also will give variety to combat.
Having not played 33 of the entries I'll see if I can play some during the bonus tests over the next 3 days but no guarantees.
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