Well, here's what I came up with. Some of the numbers feel a bit weird, but this is going off of the template omni gave me. If anything looks wrong, let me know. I may edit this post to alter scores a bit:
Credere JudgingDetail - 51/100 Points
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Brushes in the map that are primarily there to make it look nice.
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Relevance - How does the detail compare to the rest of the map is it relevant to the theme and style? Or is it random? (16/25) - Not much detail in this map. Even if it's going for a natural look, more work could be done with the rock walls to make them visually interesting.
Appearance - Is it visually appealing? Does it make you want to play the map? (5/25) - Not much to break up the monotony of sand and rock.
Suitability to Gameplay - How does the detail collaborate with gameplay? (22/25) - Crates and such are placed with gameplay in mind.
Quantity - Is there too little? Is there too much? Or is there enough? (8/25) - Detail feels pretty sparse.
Jumps: 76/100
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Judge based on the jumps of the map
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Quanity - Are they too rare? Are they too common? (15/25) - Not a lot of jumps overall.
Suitablity - Are the jumps randomly placed? Are they needed? Do they work well? (22/25) - Jumps seem purposely placed for gameplay.
Relevance - Are the jumps relevantly placed? Are they Leading to places of importance? (18/25) - Centerflag and BD jumps seem reasonably placed, but there aren't any really good jumps to change up the gameplay.
Range - Are there jumps for people of all skill level? Some easy jumps and some hard? (21/25) - Main path and objectives are easily accessible for new players. BD path and faster centerflag grab make use of more advanced jumps. No really extreme jumps, though.
Gameplay: 67/100
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Judge based on how fun the map is to play
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Flow - Do you get stuck anywhere? Can you get from place to place without any fuss? (14/15) - Hit head on the sky and lights. Low path could stand to flow a little better.
Items (placed) - Are the items placed in convenient locations? Will they affect gameplay negatively? Are they present at all? (5/10)+5 - There aren't many items, and they aren't really worth getting since you spawn with everything you need.
Spawns - Will you get spawn killed? Are the spawns varied enough? Are they fair? (7/10) - Spawns are ok. Some could probably be moved closer to cover, and one is much further in front of the others. Some are in sight of enemy spawns.
Lines + LOS - Do the lines look interesting? Are they used for the sake of being used or do they serve a purpose? Is the Visibility of the map good? Can players see other players at certain points only? And does this help or hinder gameplay? (8/15) - Needs more cover, as players can be shot from spawn to spawn
Capping + Grabbing - Is it too easy/ hard to grab? Is it too easy/ hard to cap? Are the flags worth too much or too little? (20/30)+5 - Grabbing and capping seems to be too easy. It's a bit chaotic. Not much room for strategy.
Layout - Are all the paths equal in terms of speed? Is the scale of the map good? (13/20) - Need something to break up the fast, direct paths from base to base. Low path seems to detract from the gameplay.
Technical Skill: 46/50
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The quality of the mapping techniques used.
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R_Speeds - Are the r_speeds low enough for play? Has the mapper done a good job at keeping them low? Will it be laggy for some players? (25/25) - r_speeds are very good throughout the map. Good use of visibility blocking.
Alignments - Are the textures aligned correctly? (9/10) - Pretty much everything is aligned. I did notice the blue arrow was rotated instead of flipped (negative scale), so the shadows are facing up instead of down, and it's not really a texture alignment issue, but I really think some of the bunkers and such could stand to use different textures for less monotony.
Brush + Grid work - Is there technique good? Is the grid size appropriate? Have they used clipping planes (if they are relevant)? etc. (12/15) - Could really stand to use some clipping planes to create more interesting rock geometry.
Innovation: 2/50
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Is this map New and Exciting or have we seen it before?
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Innovation/ Unique - Have we seen this all before? Or were you impressed by the fresh look of the map? (2/50) - Nothing really new or interesting here.
Total: 242/400
Lost Bricks 3 JudgingDetail - 85/100 Points
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Brushes in the map that are primarily there to make it look nice.
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Relevance - How does the detail compare to the rest of the map is it relevant to the theme and style? Or is it random? (22/25) - Detail level is pretty consistent and fits the theme, but it would be more interesting to see different types of bricks.
Appearance - Is it visually appealing? Does it make you want to play the map? (20/25) - overall brush/texture combo is pretty good, but the textures (especially high res versions) could use some work.
Suitability to Gameplay - How does the detail collaborate with gameplay? (23/25) - Detail level itself is fine for gameplay, but arrangements of details could be tweaked to improve flow.
Quantity - Is there too little? Is there too much? Or is there enough? (20/25) - Detail level is OK, but it could be pushed a lot further, with different brick types for lights, water, and such.
Jumps: 73/100
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Judge based on the jumps of the map
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Quanity - Are they too rare? Are they too common? (18/25) - for the style of map, I guess it's ok, but one path has a lot of speed jumps while the others do not.
Suitablity - Are the jumps randomly placed? Are they needed? Do they work well? (18/25) - They feel a bit haphazard, but leave room for exploration.
Relvance - Are the jumps relevantly placed? Are they Leading to places of importance? (16/25) - Main path/flag jumps are the only ones that seem particularly useful. Ice to mid high over logo don't seem like they'd offer much usefulness.
Range - Are there jumps for people of all skill level? Some easy jumps and some hard? (16/25) - Most are medium level jumps, but navigating the speed path without getting slowed down is kind of awkward. Access to the flag from capture point side is not newbie friendly, but the other path is fine.
Gameplay: 63/100
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Judge based on how fun the map is to play
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Flow - Do you get stuck anywhere? Can you get from place to place without any fuss? (6/15) - From water to base is pretty awkward if you don't jump on the shore ramp. Low and side paths are pretty awkward to navigate.
Items (placed) - Are the items placed in convenient locations? Will they affect gameplay negatively? Are they present at all? (5/10)+5 - There aren't many items, and they aren't really worth getting since you spawn with everything you need.
Spawns - Will you get spawn killed? Are the spawns varied enough? Are they fair? (6/10) - Spawns are fine for initial spawn, but they're in a pretty limited space that would be easy to spawn camp.
Lines + LOS - Do the lines look interesting? Are they used for the sake of being used or do they serve a purpose? Is the Visibility of the map good? Can players see other players at certain points only? And does this help or hinder gameplay? (11/15) - Sight lines seem too long on the main path (can see flag to flag) and too short on the side paths. Rearranging some things to close up one path a bit and open the other would help, I think.
Capping + Grabbing - Is it too easy/ hard to grab? Is it too easy/ hard to cap? Are the flags worth too much or too little? (21/30)+5 - Capping could be interesting, as the side/low paths are more relevant. Grabbing is going to be pretty limited and easy to defend.
Layout - Are all the paths equal in terms of speed? Is the scale of the map good? (14/20) - One super fast, but somewhat awkward path. Others are much slower. In actual play, it seems to work a little better, as the speed path is more covered.
Technical Skill: 39/50
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The quality of the mapping techniques used.
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R_Speeds - Are the r_speeds low enough for play? Has the mapper done a good job at keeping them low? Will it be laggy for some players? (15/25) - r_speeds are much higher than they should be for the detail level because everything is scaled down. Better use of the high res textures could allow for larger texture scale and less map chopping.
Alignments - Are the textures aligned correctly? (9/10) - Alignment is fine, though some of the brick pegs get cut on the angled brushes.
Brush + Grid work - Is there technique good? Is the grid size appropriate? Have they used clipping planes (if they are relevant)? etc. (15/15)
Innovation: 48/50
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Is this map New and Exciting or have we seen it before?
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Innovation/ Unique - Have we seen this all before? Or were you impressed by the fresh look of the map? (48/50) - How has it taken this long for somebody to build a decent lego style map?
Total: 291/400