Map | Gameplay | Uniqueness | Detailing | Notes |
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arena_jarl_b1 | 6 | 7 | 8 | The U-shape of the map is an interesting idea and facilitates good medieval gameplay by funneling players into each other, but the small size and simplicity of the map causes rounds to get stale quickly due to the lack of variety in possible strategies. Rounds are pretty quick however, so there's not too much downtime sitting in spectator at least. The snowy fortress aesthetic is done very well and gives the map a cozy feeling, although I wish there were more dots of color besides the brown, gray, and white covering the map. The central statue is a great set piece. |
arena_joust_a3 | 7 | 8 | 8 | Gameplay spaces are varied in shape and size, and there are enough options to choose from to allow for round-to-round strategic play. The catacomb provides a good flank route with a desirable full health kit, and is also a unique idea in terms of detailing. I really like how the buildings and lighting contrast each other at mid, and the map overall conveys a sense of being in an actual structure. However, the skybox is unfinished, the lighting is too dark in spots, and there is a lack of asymmetric detailing. |
arena_pithaul_b5 | 9 | 10 | 10 | Upgrades spice up the limited arsenal you have in medieval dramatically, and this map's varied and engaging spaces full of height variation and options help make full use of them. The first team to 5 total as opposed to first to 3 in a row typical of arena both ensures players will earn enough money to purchase a variety of upgrades and possibly make a comeback, as well as making sure each full round has a definable end point. I didn't care to use any of the canteens most of the time when playing. The building shapes and compositions are on point, the pops of color provided by the autumn trees are gorgeous, and the overall detailing of the map delivers a consistent theme that is not explored often enough. My only complaint is the rock wall bordering the map with no signs of a world beyond it, however you don't really notice it when actually playing. |
cp_barracks_a4 | 4 | 8 | 4 | Allied bots fighting alongside you sounds interesting, but the bots here are utterly inconsequential to the match as a whole, dealing pitiful damage with low health pools. Layout-wise the map is okay, although the long and open side flanks detract from the focus of the map. Last is too easily defended; the relatively long cap time, close spawn, and choked entrances all contribute to this and lead to long stalemates between teams. The detailing is blocky, barren, and unfinished, although the setting is interesting and the gloomy feeling caused by the overcast weather and drab buildings is cohesive. |
cp_collliseum_a1 | 3 | 3 | 2 | Gravel Pit A/D is a proven gamemode when it comes to medieval, but only because the spaces were designed to better fit the needs of the mode. This includes both starting points being easily accessible to RED from their spawn, and a fairly short and focused area between those 2 points. This map attempts to combine the larger scale of a traditional Gravel Pit type map with the short cap times of DeGroot, which do not gel together at all. There is no point in the defending players rotating between points, as any focused attack or even stray capper on the opposite point ensures its quick, and permanent, capture. The final point, despite not providing the defense with any meaningful advantages itself, is RED's only hope to win as it is extremely close to their spawn and BLU must trek a long distance to reach it. Of the 28 rounds played on this map, RED won once, and they had to defend for over 12 minutes. There is almost no detailing to speak of, with the park and abstract seating area around point A being the nicest-looking section of the map. |
cp_fopdoodle_b2 | 8 | 9 | 7 | What if instead of Freaky Fair it was the Renaissance Faire and you clashed swords and shot arrows? This map answers that question, providing focused and compact spaces set upon an island floating in some ethereal realm, with mysterious crystals dotting the sky around the island and on mid itself. I love the direction the detailing is headed, however it's still quite blocky and lacking finer details. A few more detailing passes could potentially make this into a very high-quality map. |
cp_moby_a1a | 7 | 6 | 4 | A straightforward 2 CP attack/defense map, the more traditional design lends itself to focused and engaging gameplay. However, I think it's scaled more like a stage of a multistage A/D map rather than a single-stage one, with the forward spawn feeling a bit unnecessary. It's a bit too easy to bypass the first point and flank to the enemy spawn or try to backcap. The points themselves cap a bit too quickly for RED's respawn time. The fishing town/dock setting is refreshing and allows for interesting geometry, especially on the ship. The setting is not fully realized though, only featuring basic texturing and shapes with minimal props or other details scattered about. Although the 3D skybox is unfinished too, it still adds a lot to the atmosphere of the map, despite some invisible walls you can walk straight into thinking it's gameplay space. |
ctf_alexandria_a7a | 8 | 10 | 9 | The spaces on this map feel and look great; the gamemode works very well with medieval mode, forcing players to pile up on the control point and mid in chaotic engagements for control of the bomb. The linear pathways help the defending team maintain control, although once the attacking team pushes in they can have a couple people hold down mid and keep control of the bomb somewhat easily unless a large push is made. Beyond a few rendering glitches and dev-textured blocks (and obelisks), this map is absolutely stunning visually. The environment, lighting, color, and asymmetric detailing blend into a beautifully cohesive theme that almost makes it feel like a finished product. The lack of soundscapes is unfortunate. Can't wait to see this one finished! |
ctf_caberville_a2 | 4 | 9 | 6 | Slowing the intel carrier is a pretty basic solution to most classes not being able to catch up to them or use a ranged weapon to stop them, and while it does accomplish its goal somewhat, it's not very enjoyable for the carrier under its effect despite the mini-crits also granted to them. If any effort, coordinated or otherwise is made to stop the intel carrier, who is often alone, they're usually unable to fend off whatever mob swarms them. If the carrier manages to carry the intel near or past mid, the slowdown doesn't really even matter anymore as their teammates can dogpile the flag until they take it, especially with the refilling shotclock flag timer. I think the flags should be more difficult to reach, in more fortifiable structures so stopping the carrier before they leave is possible and so that the slowdown isn't needed. I really like the idea of the scrolls being in a different location depending on how many captures a team is up to, but the difficulty doesn't exactly scale appropriately if it's meant to. The grassy medieval village is a pleasant theme, though how it contextualizes the gamemode remains to be seen. Despite the unfinished detailing, what's here provides a decent and grounded look and feel of a village, with some interesting structure compositions and promising environments. |
ctf_drunkard_b4a | 7 | 9 | 8 | The open design of BLU's approach to the distillery combined with the more cramped spaces of the interior gives the map a very nice flow, and ensures attackers and defenders will actually engage with one another rather than the flag carrier easily running past everyone. There are a few issues though, for example BLU can get trapped from across the bridge since they respawn just as fast as RED and are thusly unable to easily overwhelm them in the first area. The area just before the furnaces is a bit too short and wide, preventing defenders from reliably predicting/stopping carriers once they reach this point. Other than those issues, it's very solid. The 3 capture zones that each disable after capture are interesting and make sense in the context of the map's setting, but don't really make things any more or less difficult for either team since they're all side by side. When it comes to the detailing, there is a lot of care put into the little details and decorations to really make it feel like an old brewery. That's not to mention the grander scale of the map, the buildings and environment looking great even while unfinished. I can tell this map is going to look beautiful when it's done. |
ctf_feed_a1d | 7 | 10 | 7 | The pit hungers for... classified information. In a metal briefcase. It's a bit too easy to deliver the intel, with the drop-off at mid and the intel being in front of spawn instead of in some kind of defendable bunker or room further back. Despite this, the map still has engaging areas to fight in with a jump pad gimmick that feels fun most of the time, although they can be frustrating when they don't send you where you want. The fleshy all-consuming mass encompassing the map is mostly complete in all its grotesque glory, although all of the manmade structures are still dev-textured. The buildings still have very nice composition however, and show promise. |
ctf_jumannji_a1 | - | 10 | 2 | Never got to play this one. I'd wager that the combination of mannpower's large map sizes and medieval's need for more focused areas probably don't go together all that well, not to mention compounding the issue of catching the flag carrier. The building geo actually looks nice, but it's all dev-textures and the rest of the map is pretty simple-looking as well. |
ctf_tour_b6c | 8 | 9 | 9 | Unquestionably the mascot of this entire contest for me, as it's the one I playtested the most. The capture point to open the intel creates those classic and chaotic medieval fights as players dogpile on one another, and the intel itself is in a very defendable, but not unfair, position that requires a coordinated or large push to retrieve. Lowering the intel cap requirement from 3 to 2 helps simplify things for medieval and ensures rounds don't last too long, in addition to the round timer which I personally feel is unnecessary. Mid feels great to traverse, with plenty of options to use to approach the enemy base. The environment is very pretty, albeit somewhat unfocused, with a plethora of vibrant colors that draw your eye among the neutral tones of the surrounding buildings and partly cloudy sky. I wish there was a bit more asymmetry in the building shapes at mid besides one side being partially built. |
dom_mercmania_a2 | 5 | 10 | 5 | Choosing what point you want to start at by launching to it is fun and different compared to the usual spawn lobby. The actual areas you fight in are either too cramped or too open, making for somewhat awkward and clumsy engagements. The central ring of B is especially weird to fight in due to the ropes bouncing players around. The gamemode works decently enough, with players able to retake points mostly due to the large width of the map. It is extremely difficult to make a comeback though unless you hold all 3 points for a while; there needs to be more difference between how fast you earn points and how many capture points you control. All of the main structures and blocks are dev-textured, but the theming for each area is still clear. The enormous cavern surrounding the map provides a great sense of scale, though it's unclear why this arena is here in the first place. |
koth_rockefeller_a1 | 6 | 7 | 3 | Every room on this map feels very boxy and basic, but there is still decent flow and combat in spite of this. The double point capture required to start your team's timer countdown helps keeps players active by ensuring both points remain protected, and also opens up new opportunities when players decide to rotate. However, this requirement also creates the issue of guaranteed overtime for the losing team, as they can continually throw themselves at both if there's any cap progress and eventually overwhelm one of the points. In my opinion there should only be overtime if both points are contested, or no overtime at all, considering the timer can already be stopped by just capping one point. The detailing is very simple, comprised of blocky buildings and basic texturing with a select few structures/props reminding the player they are in an oilfield. There are also many dev-textures and bumpy displacements strewn about. |
koth_seashore_a3 | 8 | 8 | 7 | Very focused routing and tight spaces create satisfying combat in this map. The point rising and falling with the tide is a very cool idea, and is executed well here although it can be a bit awkward to climb onto it from the water sometimes. Teams forward holding outside spawn is sometimes a problem, but the map is small enough for one or two players to slip past and make a break for the point, distracting enough players to create an opening. The back-and-forth was always solid on this map. I like the current theming, and the lighting is very nice, but it's still super unfinished. The current detailing is good, although the shape of the temple looking over mid could be more grandiose. |
mech_outpost_a8 | - | 10 | 5 | Another map I never got to play. The mech is a super cool idea, though the gamemode seems to just be automated tug-of-war with a very large payload. I like how the speed increases over time, seems good for increasing tension and potentially solving stalemates. The Martian space base locale is presented well in the basic detailing that is present, but the empty areas do leave something to be desired. |
pd_ballista_b10 | 6 | 7 | 4 | This map facilitates DM well enough, although the arenas are very simplistic and a little bit too big. Having to pass mid to reach your team's launcher portal is a different and interesting idea to replace timed drop zones, although the launch itself feels pretty jank. Teleporting out of the pit and taking fall damage doesn't feel great either. I appreciate the asymmetric detailing, but the actual look of it and the rest of the map is a collection of blocky, basic shapes with a constant gray cobblestone texture grating your eyes. Some of the buildings are just strange, like the hut outside red spawn. Everything feels unintentionally abstract. |
pd_engarde_a2 | 4 | 6 | 2 | The cap zone being enabled for such a short period of time really drags out each round, especially when one team is practically guaranteed victory anyway. The areas in front of spawn have good height variation, but there's hardly ever fighting in them in favor of the sides of the fortress or camping out inside of it. Fighting in the fortress/cap zone is fun, but it's really easy to bump into the nearby columns and lose your sense of direction being attacked from all sides. There's an idea of a fortress surrounded by a town in the little detailing that is here, but nothing concrete. |
pl_basalt_event_b0 | 5 | 8 | 3 | Extremely linear and simple allowing consistent action, but the lack of places to go makes repeat rounds get stale quickly. It's nice to see a medieval payload map, however I feel like rollback zones could have been utilized to create more intense pushes that group players together. The connections between different areas of the map don't feel fluid, like everything is just a little off. I can't say that I've ever seen another map that looks quite like this one, but I also can't say that I like how it looks. I'm unsure whether it's supposed to be an actual volcano or something more nonsensical. The all-black rock is a pretty boring sight, with the best-looking part of the map being the final castle area. |
pl_furz_a4b | 3 | 6 | 1 | This version doesn't have flashbangs, and is better for it. Even then, the whole layout pretty much works towards an easy steamroll for BLU, giving them height advantage, a free shortcut/flank directly to the B cart path, and spaces way too large for medieval that make constricting attackers very difficult. The best part of the map is around the first checkpoint and sorta just goes downhill from there. The only detailing in this map can be found in the form of contextual props, other than that it's just abstract dev-textured blocks and pieces with almost zero hint of a possible theme or location. If you miss the flashbangs, just walk into the building next to the roll-forward zone leading to the first checkpoint. |
rd_august101_oldies_a2c | 3 | 7 | 4 | Destroying robots and getting points seemingly at random feels pretty bad, like the map is just wasting the player's time. The spaces on the map can feel fun to fight in, but they feel haphazardly put together with tons of steep displacements and ledges to get caught up on. Once a team pushes into the base it can be pretty easy to spawncamp. Also, the bases are rotationally symmetrical, but mid uses mirror symmetry, so the map actually has an asymmetric layout. Detailing is rudimentary, the idea of two factories displayed but unfinished with only the RED base's exterior being textured, and the BLU base being a dev-textured copy of RED base. The silos on fire are eye-catching, but an explanation or context of some sort for them is absent. |
sd_rivermud_a5 | 5 | 7 | 3 | 90 degree mirror symmetry is cool to see, and the size of the map is good, but all of the itty bitty ledges and platforms stacked on top of each other makes the map a bit annoying to traverse. The "rocket" platform rises a bit too fast when capping; it doesn't have as much ground to cover as the elevator on Doomsday so it should be slower. I really like the scenic waterfall location for the australium despite it still being blocky, but the rest of the map doesn't have even that level of detail put into it. It's mostly composed of gray dev textures and uninteresting structures besides the 2 towers overlooking mid. Still, I believe there's potential in the layout and a real artpass would be cool to see! |