ok, mass wanted board people to rate the maps or something, but when i sat down for it, a whole essay came out of it. so i&#039;m posting it here as a sort of feedback.<br />it&#039;s for idlmapcontest2011C.wad, so if you made fresh edits, i haven&#039;t seen them. if i&#039;m mean to your map, sorry! it&#039;s nothing personal between you and me, just your map deserves it. :P i tried to hint at being constructive even, but just vaguely.<br /><br />map01 (decay) ... i like the layout, it&#039;s fast and some of the tricks are clever. gotta love how the lifts are done, 75% less annoying than usual! thing placement is unrefined, especially the ssgs spammed on every spawn are mehh. putting just two of them per base to interesting places a la zd01 or mid&#039;s map17 could&#039;ve made the map more complex. the rocket boxes in the sewer are a bad idea for standoffs, imo. the frosted glass is too opaque for my tastes and the detailing is just excessive, the moving parts are even a little disturbing to focus. it looks nice, but it&#039;s a bit overblown for ctf needs. could be better with finetuning. 7/10<br /><br />map02 (nati) ... rofl, the layout looks like a first raw draft for something that with a lot of work became zdu30, just with a tunnel idea borrowed from zd04. waaaay too bare, it might be fun in a minimalistic sense, but we already have 01 and 31 for dumb slugging. 2/10<br /><br />map03 (fast) ... oh my. i don&#039;t dislike the design, however i feel like the tiny mid kills the flow. it just invites dumb ssg jousting and zombie running. why all the fancy side routes when the main one is so painfully short? oh and i would MURDER this map with rocketjumps. the flag2flag one is just a very, very, very dumb idea by itself, but with all the health, green armor and even a soulsphere in the map? holy crap, zd08 makes rjs challenging by not having any armors and medkits being easy to control. zde01 makes rjs challenging by spammy base exit, easy to control mid and painful height of the mountain. here i don&#039;t need to jump over both the obstacles, i need just the first one and jump into the maw besides the other one. or pick from like 30 different rjs to fuck with the panicking defence. this NEEDS to be a proper, larger sized map, this is good ideas flushed into the toilet by cramming it to like zd18 size. 3/10<br /><br />map04 (donut) ... i hear this is a tf2 convertion and it shows. it&#039;s too big and warehousy for doom ctf. it&#039;s too easy to lose track of what&#039;s happening and just stumble around like tai on zd03. remember all the messy boring pubs on zd23? it just doesn&#039;t work in this game, imo. x/10<br /><br />map05 (dusk) ... superpretty map, but again, i have to wonder if it is necessary to pimp it up that much and divert player&#039;s focus with like, colors of decorations or whatever. the candlesticks in the flagroom are a horrible idea, imo... except for the one that allows a neat getaway trick. and this trick is truly idl-worthy, but makes the lift side painfully uncomfortable and lame in comparison. the lift IS bad anyways. overall i kinda like the layout, although i gotta wonder if the mid flows right. some finetuning could bring this up a lot. 6/10<br /><br />map06 (dusk) ... holy ashwalls, batman! is this by the same guy who pimped map05 so? heh. i think the map&#039;s pretty bare, just puts some height differences on mid. the base has almost nothing going on except pointless(?) pits and very slow and unsympathic lifts. base entry points and mid routes are just virtual, the flow streamlined too much to my liking. 3/10<br /><br />map07 (josh) ... well, again, this is too bare to stir a feeling from me. it might be fun to grind on it and the mid is at least more interesting than say zd11, but the bases have very little going on. you spawn in the side sections and rush to defend the only access route. there&#039;s a superdifficult trick that will fail most of the time, but if it succeeds, the defence is FUCKED. this actually resembles a singleplayer speedrun exploit, but it&#039;s potentionally imballancing in highstakes ctf. look at idl&#039;s map13, even there the shortcut teleport doesn&#039;t take you all the way out of the base. i don&#039;t like the bases. 4/10<br /><br />map08 (donut) ... the map feels constrained and cramped. anyone coming into a room is a sitting duck for the guys defending it. the slow lifts break pace and the incredible switch machines are a good idea on paper, but they&#039;ll probably drive people mad ingame. all of those switches should summon lavafields anyways. 3/10<br /><br />map09 (prime) ... wtf, this is just a slight redesign of generic grey, more spacious (+) but even more streamlined and simple! (-) but c&#039;mon, i can understand inspiration by successful designs (although retarded in generic grey&#039;s case), but this is borderline plagiarism. 1/10<br /><br />map10 (alex) ... pretty spacious design makes the map feel even flatter than it is. i like what the layout is attempting, maybe dividing the spacious plazas in each base to create two routes leading to mid would make it more interesting. item placement is pretty damn good, especially in combination with the fence theme. the bars working as doors on mid are a little silly. also +100 points for tyrian music. 6-7/10<br /><br />map11 (stewboy) ... ah, this map reminds me of zde3. long, difficult to conquer bases leading into a blind flagroom make defence&#039;s task waaaay to easy. to aggravate the matter, all the different &quot;ways&quot; out of the base funnel into tiny mid where everyone clashes, again. two good teams would 0-0 here all day, cursed style. 3/10<br /><br />map12 (alex) ... ctf maps are supposed to be symmetric, but this map nearly adds another symmetry axis and that&#039;s both confusing and cheap. also there&#039;s too much space everywhere, imo, so just hitscan weapons matter and RL is just a decoration. i think defenders have a pretty rough task here, the way it is open. it&#039;s like a direct opposite of stewboy&#039;s map, but i can&#039;t say it&#039;s a bullseye either. 4/10<br /><br />map13 (xray) ... this looks like a solid 32in24 map. i don&#039;t like the slow elevator, because it feels like a tradeoff for otherwise too easy run home on the higher mid level. i also HATE the buttons embedded in walls like this. it&#039;s a nightmare to press them in a hurry! i bet defenders don&#039;t mind that, but flaggers will hump like 1 pixel left of it or something and die for it. 6-7/10<br /><br />map14 (gilga) ... well, it&#039;s not as bare as the older version, but it&#039;s still kinda like the zde clone of zd01 rather than reinventing the original. i kinda think the side routes are too bare and not as fun as the one in idl&#039;s map22. the sewer especially might be way too cheap. 5/10<br /><br />map15 (xen) ... this could actually work. it&#039;s no masterpiece, but it could be fun for some lighthearted priving. but where&#039;s the goddamn rocketlauncher? seriously, i wants it. it&#039;d fit there so well! that&#039;s a minus point, buddy. 5-6/10<br /><br />map16 (xen) ... ahh... this would be a pretty good 4v4 map, succeeding where zd27 is failing. alas, plasmagun in the flagroom. D: and i feel like the teleport route is too cheap and campable. i get rl, i use the teleport, get the flag and rj back (very easy, almost no health loss), then i camp the tele forever, because it&#039;s such a deadend. i like this, but i&#039;m worried about some finer balancing issues. 7/10<br /><br />map17 (mass) ... the flag structure is interesting and might work, but 1) the goddamn mid hallways are just long bare hallways with nothing going on. IF you meet someone in there, it&#039;s just whoever draws first, no strategy. then, incoming into the base there&#039;s very little cover against defenders again. could be fun, but the mid needs something more tactical going on, not just &quot;pick the correct hallway where no mid is hanging out and the def isn&#039;t watching&quot;. 5-6/10<br /><br />map18 (decay) ... this looks like a rehash of decay&#039;s own map01 design with slight changes and a theme shift. i like attempt at haunting atmosphere, the chilling music is great, but the texturing is somewhere between &quot;too rich&quot; and &quot;garish&quot;. anyways, needs more originality to set it apart from map01 which has better ideas in addition to the overal layout, imo. 4/10<br /><br />map19 (mass) ... am i missing something? i can&#039;t even imagine how this plays without actually trying it. x/10<br /><br />map20 (coll) ... this is very classic. auxiliary routes and everything... but why is the flag just lying there like this? i&#039;d expect it to be on a higher level so you can&#039;t just dumbrush it from one side to the other without even shaking on the z-axis. that&#039;s just weird and it puts me off a little. 7/10<br /><br />map21 (rust) ... ok, i think i like this map now. the additional hall on mid and shit, it looks like fun. just the flag is in a rather plain spot just straight past the main hallway... but it could work for the best, dunno. 7-8/10<br /><br />map22 (lb) ... layout of the bases is pretty cool, item placement could be done better (spawn closest to flag gets ssg?), there should be more stuff inside the bases imo, they&#039;re pretty bare. and mid is a total wasteland of zzzzzz. it probably still plays good, but it feels unfinished. 6/10<br /><br />map23 (mike) ... cute gimmick, although i think it&#039;d get old with some priv grinding. it&#039;s fairly balanced though and works as intended. 6-7/10