MAP01 ~ Complex Beta by Decay<br /><br />Everything seems to be at least working, although a few of the cg sprites look funny overlapping in boxes.&nbsp; From a personal pov, it seems way overdetailed and cluttery/messy to me.&nbsp; I find it difficult to make sense of the bases with the variety of textures used.&nbsp; If the detail was a bit lighter and simpler this would be a lot more approachable for me.<br /><br />Some sectors do not take splash damage.<br /><br />MAP02 ~ Untitled by Nati<br /><br />Very simple map, quite a few banners :)&nbsp; Some nodebuilding problems with certain sectors not taking splash damage.<br /><br />Would be nice to have a little cover and maybe all health bonuses instead of armor bonuses, since the armor bonuses are redundant anyways with the green armor.&nbsp; Just personal preferences though.<br /><br />MAP03 ~ Untitled by Fastidious<br /><br />Some of the details don&#039;t make sense to me here, like the triangles in the floor.&nbsp; Some of them seem to be detailed and others seem to be random.&nbsp; Light amp goggles are an interesting idea but the berserk could probably be replaced with a few medikits.&nbsp; Additionally, some sectors are missing splash damage.&nbsp; The level of detailing feels appropriate to me though.&nbsp; A stairway by the goggles might be nice for defense, unsure.<br /><br />MAP04 ~ Granary by Donut<br /><br />I hate impassable linedefs that are see through SO MUCH.&nbsp; The detailing feels nice but the map has so much hard to see area that I can&#039;t imagine anything less than a 4v4 would be playable here without heavily relying on luck.&nbsp; Some very cramped hallways as well for such a large map.&nbsp; The sectors all appear to be dealing splash damage (the ones I checked anyways).&nbsp; Some unaligned textures as well.<br /><br />MAP05 ~ And Hell Captured by Dusk<br /><br />Again, I hate impassible linedefs SO MUCH.&nbsp; If I can fit through an area I should be able to walk through it too.&nbsp; That being said, parts of it are a little overdetailed for my tastes but it looks like it would play well and has some depth.&nbsp; The sectors all appear to deal splash damage.<br /><br />MAP06 ~ Industrial Nukage Mining by Dusk<br /><br />The ashwall steps are difficult to distinguish, especially by those of us lacking depth perception&nbsp; :D&nbsp; Some of the slime sectors in the blue base do not deal splash damage.&nbsp; Looks playable though and no glaring errors I can see.<br /><br />MAP07 ~ Cidazz by Joshsmith<br /><br />The door is pretty quick and difficult to use, especially for how little it can aid capturing.&nbsp; The banner textures are impassable and should be fixed.&nbsp; Splash damage appears to all work and the detailing is light, which is always nice for me :)&nbsp; Played alright in priv, was tough to score and required good teamwork which is not a bad thing.<br /><br />MAP08 ~ Mayhem by Donut<br /><br />This map is really cramped.&nbsp; The d2m1 style bumps are a nice touch although I understand they are unplanned?&nbsp; Missing textures in the red base lower stairs area, additionally the snow textures are one sided which is kinda confusing.&nbsp; Splash appears to work and the detailing is good for me :)<br /><br />MAP09 ~ Untitled &quot;Generic Green&quot; by Prime<br /><br />Doors at middle are unaligned and the maps are minimally detailed.&nbsp; The sectors all appear to work, a little open though.&nbsp; Would be nice to have some things or extra linedefs to make it a little deeper.<br /><br />MAP10 ~ Something Epic III by AlexMax<br /><br />Is the flag grate area supposed to be a flag grab?&nbsp; Might be best to make steps up to it as it would probably be too difficult to do without them.&nbsp; The texturing is nice but a little confusing to me, almost all the same color and the base split is not easily visible.&nbsp; Extremely confusing to play and defense was very difficult as there was no real midpoint.<br /><br />MAP11 ~ Untitled by Stewboy<br /><br />Kind of cramped and the switch texture by the flag is confusing and/or mistextured?&nbsp; The flag room itself was pretty tight, not sure it would be easy or even possible to capture with even teams.&nbsp; Splash seems to work fine.<br /><br />MAP12 ~ Cross Counter by AlexMax<br /><br />Are all the SG&#039;s spawns??&nbsp; Seems a bit over the top, asking players to learn how to deal with 10+? spawns if that is true.&nbsp; Texturing seems done fine and the detail is good.&nbsp; Very nonlinear and would likely be as hard to play as the first one, unless in a 5v5 or larger?<br /><br />MAP13 ~ Untitled by X-Ray<br /><br />Again, I hate impassible linedefs so much.&nbsp; Sectors appear to work and the level of detailing agrees with me :)&nbsp; Looks like it should be pretty playable.&nbsp; Very fast map, first playtest was over pretty quickly and parts of the map seemed unused except in standoff situations.<br /><br />MAP14 ~ Untitled by Gilgamesh<br /><br />Simple and open, splash damage seems to work.&nbsp; Cacodemon is $$$.&nbsp; The soulsphere and top route seem to be of limited use, as rocketjumping to get the sphere drains most of the health gained and rocketjumping across the top would likely be useful only because it allows for a semi defensive dead end.<br /><br />MAP15 ~ Oh Yeah! by Xenaero<br /><br />Kind of a funky flag drop at the moment, almost like a void drop in that it would be nearly unreturnable in game.&nbsp; Teleporter would be extremely campable with plasma, could be hard to get people out?&nbsp; Nice detailing <br /><br />MAP16 ~ Super Slam Convention Center by Xenaero<br /><br /><br /><br />MAP17 ~ Key Turn by MassVC<br /><br /><br /><br />MAP18 ~ <br /><br />MAP19 ~ <br /><br />MAP20 ~ <br /><br />MAP21 ~ <br /><br />MAP22 ~ <br /><br />MAP23 ~ Nostar Is Lost by me<br /><br />Broken midi from gayvc, broken light sector in red base, flag drop in pit unreturnable.<br /><br />Going to continue this later!