My point of view in these comments/mini-reviews is for IDL 3v3 competitive play.&nbsp; I used the old text file but I think the map numbers have changed around in the new version a bit.<br /><br />* MAP01 &quot;Complex Beta&quot; by Spirit Soldier<br /><br />Not a fan of the routes here, they are convoluted to me.&nbsp; Either you need to take lifts, wait for doors, teleports, or run across the whole map (which is long and wide open).<br /><br />* MAP02 &quot;Untitled&quot; by Nati46<br /><br />Big box fail.<br /><br />* MAP03 &quot;Untitled&quot; by Fastidious<br /><br />My first version was a little too hardcore and annoying but I think the next one will hit the sweet spot.&nbsp; As there are only 5 spawns and only one is close to SSG, so you have to make each life count.&nbsp; A bit item heavy, it&#039;s better to power up before rushing, but now there is an easy way across lava.&nbsp; Only one way up to the upper levels makes height important and RJing is very possible to assist in captures.<br /><br />* MAP04 &quot;Granary&quot; by MionicDonut<br /><br />This map isn&#039;t bad, but I don&#039;t think it&#039;s suited to 3v3.&nbsp; Too big and too many rooms.<br /><br />* MAP05 &quot;And Hell Captured&quot; by Dusk<br /><br />Think this might be a good map for 3v3.&nbsp; However a lot of the walls here are bumpy if you brush up against them, that should be fixed as it can fuck up movement.&nbsp; Not a fan of the spawns here at all.&nbsp; Seems to be only 3 of them and they are all on SSG and seem to overly punish offense for making kills.<br />* MAP06 &quot;Industrial Nukage Mining&quot; by Dusk<br />Like this one a lot, don&#039;t see any major flaws.<br /><br />* MAP07 &quot;Cidazz&quot; by Joshsmith<br /><br />Like this one a lot as well but I think it could use a few slight changes.&nbsp; First fix the fucking flags, it isn&#039;t hard to do, even I figured it out!&nbsp; ;-)&nbsp; The defense here really only needs to concern itself with the single chokepoint.&nbsp; I think that&#039;s a bit brain dead and old fashioned.&nbsp; I&#039;d suggest making the teleporter also enter the base by teleporting players into the back room.&nbsp; It would help attackers a lot and capturing a little.&nbsp; I also think the door should stay open just a touch longer.&nbsp; With those changes this map would be even better.<br />* MAP08 &quot;Mayhem&quot; by MionicDonut<br /><br />Too cramped, halls don&#039;t make a map.&nbsp; I&#039;m also not sure why green armor and plamsa require switch pressing.<br /><br />* MAP09 &quot;Untitled&quot; by ThatsJustPrime<br /><br />Like this one a lot but I&#039;m not a fan of ZD netcode on steps, it just is weird.&nbsp; This map has a lot of steps!&nbsp; Still of the opinion this map could use more color or different textures.&nbsp; Puke green everywhere is not good.&nbsp; Not sure if the lifts at middle should be faster or not.&nbsp; They need their textures aligned however.&nbsp; This sort of suffers from the same symptom as Joshsmith&#039;s in that it only has one important chokepoint per base.&nbsp; The few games I&#039;ve played or seen played here you often see one team getting absolutely stuck in their base.&nbsp; Moving a spawn or two to middle or down by the door would help.<br /><br />* MAP10 &quot;Something Epicish&quot; by AlexMax<br /><br />Need to play test this one more and see it played more but my feeling is playing D here is going to be a nightmare.&nbsp; I like the middle a lot but once an attacker gets into the base there are so many routes, little halls, and ways to back track that the map feels like swiss chesse.&nbsp; As a defender it seems a losing proposition to keep good tabs on attackers.&nbsp; I could be wrong if people heavily favor the faster routes close to mid.&nbsp; One possible change might be making the grate closest to mid into a real wall so that defenders can see/shoot an attacker going for sphere but not get seen or shot at themselves until the attack either enters that hall or comes around a corner.<br /><br />* MAP11 &quot;Untitled&quot; by Stewboy<br /><br />Not a fan, seems like an overly large and long single hallway.&nbsp; Going flag to flag takes 13? seconds at minimum.&nbsp; I think this map would be much improved if the middle area was cut out significantly shorterning the map overall. <br /><br />* MAP12 &quot;Cross Counter&quot; by AlexMax<br /><br />Good solid map, nothing overly exciting about it but nothing bad either.<br /><br />* MAP13 &quot;X-Ray&#039;s Awesome Tech lab&quot; by X-Ray<br /><br />Another solid map.&nbsp; Good mix of routes and usage of height.&nbsp; Lack of SSG spawns is almost always a plus.&nbsp; God forbid a player need to make a decision on which SSG to run to or worse yet to skip SSG entirely.<br /><br />* MAP14 &quot;Untitled&quot; by X-Ray<br /><br />I like this one a lot as it has a huge frag fest at middle with blue armor yet some alternative attack routes.&nbsp; Some of the spawns seem fucked up and facing walls.&nbsp; I am not however a fan of the massive almost all SSG spawns in the base.&nbsp; Killing a few guys then grabbing a flag only to have them spawn with SSG on your ass is going to make captures tough.<br /><br />* MAP15 &quot;OH YEAH!&quot; by Xenaero<br /><br />Good map, fast, small and symmetrical but has a few routes.&nbsp; The spawns are huge in number here and as an attacker you&#039;ll be praying they spawn with CG at mid.<br /><br />* MAP16 &quot;Super Slam Convention Center&quot; by Xenaero<br /><br />Like this better than the last one as it seems more unique and the spawns don&#039;t seem as harsh for the attacker.&nbsp; Strong items, RL/RJing, and a unique route keep this fresh.<br /><br />* MAP17 &quot;KeyTurn&quot; by MassVC<br /><br />I like this one but it seems a defensive powerhouse map.&nbsp; With good D and a strong mid attacking here seems very hard.&nbsp; The spawns are forgiving however as only the SSG spawn is going to be pure hell for an attacker.&nbsp; If he can kill the D the attacker is rewarded with ample opportunity to at least get the flag to mid.<br /><br />* MAP18 &quot;Decay&#039;s Rundown Showdown&quot; by Spirit Soldier<br /><br />I like this one a lot except for two things.&nbsp; I don&#039;t think RJs should ever be required to access an area.&nbsp; ZD has weird RJing, it should be optional on maps and used to enhanced them, not a requirement.&nbsp; Honestly attacking via the RJ route seems ludicrous but there is a slight chance escaping that way would work.&nbsp; This map seems designed for defense.&nbsp; The primary D can sit on the flag and cover all 4 routes into the base.&nbsp; I&#039;d suggest two changes, change one of the lifts into stairs (probably the closest lift to mid) and instead of requiring a RJ make it a lift instead so defense can&#039;t follow right away.&nbsp; That keeps it&#039;s strength as an escape route but also offers an alternative attack route to avoid the singular chokepoint at mid.<br /><br />* MAP19 &quot;ThreeAcross&quot; by MassVC<br /><br />Good map, very basic but seems to work well.&nbsp; My favorite part about the update is you can run around the outside of the first middle route barrier then have a near direct route home.&nbsp; Most will suspect you are going to fall to your death and you usually will but it is possible to go around on the outside without losing near any speed.