Xen:&nbsp; I&#039;ve already talked to you about your map.&nbsp; Thanks for the submission.&nbsp; I hope you get the next one finished soon.<br /><br />X-Ray: As I said in IRC, I think your texturing is great.&nbsp; I agree with Hatred that the map is a little large for 3v3, and that is what we&#039;re interested in for this contest, but there&#039;s nothing wrong with making a great 4v4 or 5v5 map.<br /><br />Rescaling maps up or down is a good way to make your map more competitive and/or playable.&nbsp; I often do this after I make something with the right shape but the wrong size.<br /><br />Donut: Both of the maps worked fine for me, but we do want them to work for everyone.&nbsp; Granuary was a little bit complicated for my tastes, and I thought it had a few awkward angles.&nbsp; If there are good parts and bad parts, it might behoove you to remove the bad ones for the sake of the whole map.<br /><br />As for Mayhem, I think the map is actually sort of good and am interested in playing it.&nbsp; Two things to say: One, I also agree with hatred here that the ssg is a little difficult to get to.&nbsp; Although this might be a virtue in a game where one gun is too central, it being in the corner wing of the map is inconvenient enough for someone spawning in an opposite room.&nbsp; I would recommend maybe just doing that box trick for the armor.&nbsp; Second thing: the lift was broken for me.&nbsp; Hitting the button seemed to bring down the outside sector, then I have to trip the lift and hit the button again to bring down the health sector.&nbsp; I like the closeable door, but I&#039;m not sure why it also brings down bars in front of the lift.&nbsp; I&#039;m sure you had something in mind.<br /><br />Prime: Thanks for playing!&nbsp; This map isn&#039;t half bad.&nbsp; It reminds me a lot (a lot) of map14, except for with stairs instead of a tele.&nbsp; I like the pillars that act as walls but allow you to see through them.&nbsp; I haven&#039;t seen anything quite like that on a map before, and it is cool.&nbsp; One idea I had while playing on it was that if you made the lift wait a little longer, a runner could potentially go through it, grab the flag, run back, and go through it just in time to block off a chasing defender, like the side door on map09.&nbsp; Currently it does not wait long enough, but maybe I am just slow.&nbsp; I would suggest keep playing around with textures and decorations before the deadline as well!<br /><br />Fast: Thanks for playing!&nbsp; This certainly is a unique map.&nbsp; Some aspects of it I like, and some I am not so crazy about.&nbsp; The most &quot;unique&quot; thing about it which I suspect you are referring to is the mid, with its narrow and craggy pathways for a runner.&nbsp; Of course, the runner can jump it, but still needs to squeeze around some corners and inbetween boxes.&nbsp; On the other hand, the map is small enough and open enough that I&#039;m not sure the soulsphere is necessary (with armor to boot).&nbsp; The number one error in the map right now is that the mid lava doesn&#039;t kill you, which I&#039;m sure wasn&#039;t your intention.&nbsp; Also a design note: if you move the sky texture up a little bit, the ceiling of the base won&#039;t look paper-thin next to it.&nbsp; Anyway, I&#039;m glad to see a mapper thinking outside the box, and think the map has some interesting ideas to offer.<br /><br />Hatred: I will not officially change the deadline, but I will be lenient with some submissions.&nbsp; For a price.<br /><br />Josh: Same to you.&nbsp; Can&#039;t wait to see it.