My Judging:Rick's templateDetail - 90/100
Brushes in the map that are primarly there to make it look nice.
Relevance - How does the detail compare to the rest of the map? Is it relevant to the theme and style? Or is it random? (20/25)All seems to fit, because the map has a nice eclectic theme to start with. Although, the paving slabs giving way to grass effect doesn't look good when the brushes don't align with the stone slab textures.
Appearance - Is it visually appealing? Does it make you want to play the map? (25/25)Yes, very much so.
Suitability to Gameplay - How does the detail collaborate with gameplay? (20/25)None of it appeared to get in the way, apart from larger detail which was clearly designed for cover.
Quantity - Is there too little? Is there too much? Or is there enough? (25/25)There's always something nice to look at in this map no matter where you are
Jumps - 85/100
Judge based on the jumps of the map
Quantity - Are they too rare? Are they too common? (20/25)With a few exceptions in the periphery, there seems to be an abundance of jumps.
Suitability - Are the jumps randomly placed? Are they needed? Do they work well? (20/25)Most of the jumps seem to have clear goals and the terrain jumps are designed with speed in mind.
Relevance - Are the jumps relevantly placed? Are they Leading to places of importance? (20/25)See above.
Range - Are there jumps for people of all skill level? Some easy jumps and some hard? (25/25)There were a couple of speculative jumps I couldn't manage, as well as the usual ramp jumps etc. So I'd say the best spread of the maps in the competition, just by virtue of including some harder jumps.
Gameplay - 75/100
Judge based on how fun the map is to play
Flow - Do you get stuck anywhere? Can you get from place to place without any fuss? (14/15)Flows remarkably well, can jump around for ages without hitting the walls. Would be sick with warsow movement. Had to adjust for battlements a couple of times.
Items (placed) - Are the items placed in convienient locations? Will they affect gameplay negatively? Are they present at all? (6/10)Steadfastly unadventurous with these, just a couple automags and fairly well spaced ammo.
Spawns - Will you get spawn killed? Are the spawns varied enough? Are they fair? (10/10)A few locations. May need a couple more actual spawn points for pubs, but seems foolproof for matches.
Lines - 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?(10/15)Good balancing of sight lines with open areas for movement. No real easy base-to-base lines but the mid certainly would heat up a bit with a few players.
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)The two flags appear separated at first but kind of encourage a looping path where you grab the 2nd on the way out from the first. Consider moving the second flag further towards the other side of the base?
Layout - Are all the paths equal in terms of speed? Is the scale of the map good? (15/20)I like the ambitious size, especially given the time it was completed in and detail throughout. Was hard to get a timer on the paths but they didn't seem vastly different.
Technical Skill - 25/50
The quality of the mapping techniques used.
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? (8/25)Here's where some of the map falls down - aside from a few tunnels, it is rare to see wpoly under 1000. This rises to 3000 in the base, and there is also some water which could make the base unplayable for slow PCs with reflective water on. Consider using custom textures instead of brushwork, on the portcullis for example, and revise your ladder design, for a start.
Alignments - Are the textures aligned correctly? (5/10)Just because you make certain things out of chipboard textures doesn't mean they'll look good without aligning the textures
Also, your torches look messed up in the bases?
Brush + Grid work - Is there technique good? Is the grid size appropriate? Have they used clipping planes (if they are relevant)? etc. (12/15)Mostly good, as mentioned the ladder design is somewhat silly. Don't like the odd ledge-type brushes above the cutout on the left path out of base just before mid. Nice terrain and integration of the different styles though.
Innovation - 25/50
Is this map NEW and EXCITING or have we seen it before?
Innovation/ Unique - Have we seen this all before? Or were you impressed by the fresh look of the map? (25/50) Has a lot of influences evident, but seems fairly new simply in the variety of environments used. Individual sections of the map seem derivative but overall it is greater than the sum of its parts.
Overall - 300/400