Maps I voted for:<br /><br />Industrial Nukage Mining<br />Cum<br />Collision&#039;s Map<br />Something Epic III <br />Rust&#039;s map<br /><br />Notable mention:<br />Nostar is Lost<br />X-ray&#039;s Map<br />OH YEAH!<br /><br />Industrial Nukage Mining <br /><br />This map really intrigues me. The mountain in the middle is a nice addition plus two alternate routes to the flag. It&#039;s a little defensive friendly but the ability to get good attempts once you get out of the base balances that out. It&#039;s a joy to look out, very well designed. I&#039;m not sure it&#039;ll play out that great in 3v3 so I probably wouldn&#039;t include it until we&#039;ve tested it further or actually played 3v3 planned games. <br /><br />Cum<br /><br />This map is actually really cool. Aside from LB botching with the extra flags, I could see this totally being an awesome map. The mid isn&#039;t very complex but it&#039;s rather creative. The key to this map is simplicity and I totally think this would be a good time in 3v3. I would definitely include this in the wad.<br /><br />Collision&#039;s map<br /><br />To me, hands down, this is the best map in the wad. It has a ridiculously awesome flow despite the sphere being in the middle plus green armors in the base. Normally maps with those power-ups included turn into drawn out grinds with positioning for sphere control in mind. While I believe that would still happen to a degree in 3v3 settings, it&#039;s still realistic to score without the sphere - which is what most maps with sphere&#039;s can&#039;t say for themselves. It&#039;s got great weapon placement and the design is nice and simple. If there was any map to be included in the wad, this would be it. <br /><br />Something Epic III<br /><br />I was a bit hesitant to pronounce this as one of the best just because I haven&#039;t seen how it plays. But from the looks of it, I could see this being a good map with a great flow. The obstacle in place to obtain the blue armor is nice, it doesn&#039;t require junk rushing to the middle like some maps do to get it and both teams can make decent attempts at swiping the other teams blue armor. I am somewhat concerned with it though, the flag sits in a spot where you can be attacked by every single direction around you which makes playing defense a nightmare. Granted, I probably wouldn&#039;t set up D on this map right by the flag in this map. I&#039;ll say include it just because it&#039;s made by a guy who has played a vital role in the development of the CTF maps we&#039;ve come to known and love as classics - it&#039;s safe to say he knows what he&#039;s doing. Like I said, I just want to see how it plays first before I say anything more. <br /><br />Rust&#039;s Map <br /><br />I included this in after seeing the modifications Rust made to it. It&#039;s not currently available in the current wad but if you get a chance, ask Rust and he&#039;ll send you a copy. The additions make it a bit more balanced and the simplicity of it makes it an easy map to understand. There is only one blue armor in the middle and it&#039;s definitely worth timing/controlling now since it&#039;s not so easy to score in with the modifications. I alluded to not favoring those kinds of maps but I admit they make for great game-planning and take a lot of practice to learn. This map isn&#039;t quite as advanced as some of the other Powerup controlling CTF Maps are but it does give it a nice balance. Still, it&#039;s simplicity almost hurts it to a degree and because of that, I probably wouldn&#039;t include it.<br /><br />I did want to talk about the ones I labeled as notable. I think only putting 3 of these maps in the next wad could be a mistake. There are some real keepers in here and I can easily think of about 10 maps I&#039;d remove in the current CTF wad. So, with the 5 here plus the 3 I&#039;ve mentioned, you still have room to add 2 more maps into the wad from other CTF wads - which isn&#039;t uncommon practice for the new IDL wads each season as they usually have a few new additions anyway. These are notable because I think they are good but maybe just a tad bit less good than the ones I voted for. So here goes:<br /><br />X-Rays map:<br /><br />I like this map, I really do. But that blue armor isn&#039;t really worth controlling. Mid is really small and while you have two routes to the flag base, the middle route is usually going to be the one a runner takes with good back-up. If mid/O are on the same page and the mid picks off one guy in coverage, that team will probably score with ease. But it&#039;s hard to say, that&#039;s how it seems it would play but I haven&#039;t seen it played. That&#039;s really the one reason why I put it a notch below the ones I mentioned. <br /><br />OH YEAH!<br /><br />This is a really solid map. I absolutely love the generic DooM2 design. Mid is wide open and you actually have to do some work to get to the flag. I do see an issue with the size of the base though, something that large is hard to patrol and as a result, I could see a lot of flag stand-offs happening here. But even then, with more of a 2D look, I could see that being eliminated quickly. The problem with that is though, I&#039;m generally not a fan of maps that only one strategy makes it realistically playable. Sure, you could go 2O in the map but you could get your defense slaughtered by doing that. Is it realistic enough for a single defender to overcome a single runner roughly 70-80% of the time? I don&#039;t know. A good runner would torch a defender here, and that&#039;s what kind of worries me about the philosophy of 1D in this map. However, not every team has a gifted runner or two solid-to-great defenders so it would still be totally playable in that sense. So realistically, I could see this being a really kick-ass map, we&#039;d just have to see.<br /><br />Nostar is Lost.<br /><br />This map is okay, and that&#039;s really about it. Defending it is a nightmare. Jump Pads generally don&#039;t work in CTF, you can look at the one CTF map in the zdctfmp series with all the jump-pads or a few of the TLSXCTF wad and all of them are generally broken maps. Are the jump pads to blame for that 100%? No. But they play a big role in why the maps fail. Once a runner gets to mid and to those jump pads, it&#039;s game over. Sure, the defender can follow suit and go on the jump pad with them. But they&#039;re already chasing the runner and the cave you land in is curved so clipping the wall gives you all the coverage you need to score. You add the sphere into the mix and this map is just a nightmare. That being said, I still think this is a unique map. I generally don&#039;t like maps that require 2D to realistically defend it, but it&#039;s such an easy map to score on, I don&#039;t see a team risking it and going 2O. So I could see it making for some very good matches. But who knows, we&#039;ve only practiced half of these maps a ton and majority of the time, it&#039;s been 4v4/5v5 which doesn&#039;t tell you a ton about how the map would play in 3v3. You can get an idea and some maps would provide a better idea than others once you&#039;ve played it but this one really needs to be played with 3v3 a bunch to get a real idea for. <br /><br />So that&#039;s really about it. I hope you guys include more than 3 of these maps because all the maps I&#039;ve mentioned would easily replace a bunch of the ones currently in the wad; And truthfully, there&#039;s a few more decent maps in the contest wad I could see being good, too. Good stuff though everyone, this turned out to be a really cool project and I&#039;m excited for that! 