Rick is a boss and his templates are also boss.
My Judging:
This is MY opinion. I'm sorry if everyone does not agree with me. If you feel I have marked wrong or anything, please PM me with DETAILS.
Also, I may leave some text the exact same as used in judging other maps, as it may be relevant to yours
Detail - 75/100
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 relevant construction detail.
Appearance - Is it visually appealing? Does it make you want to play the map? (20/25)
Yeah, very nice map, although it isn't lit, so -5 points.
Suitability to Gameplay - How does the detail collaborate with gameplay? (20/25)
Mainly stays out of the way or provides jumps. Good.
Quantity - Is there too little? Is there too much? Or is there enough? (15/25)
Too much if anything, way too much for the wpoly really.
Jumps - 80/100
Judge based on the jumps of the map
Quantity - Are they too rare? Are they too common? (20/25)
Quite a lot scattered a round, some obvious, some less so. I think it's inevitable given the size of the map.
Suitability - Are the jumps randomly placed? Are they needed? Do they work well? (15/25)
Some areas could do with a few more access routes, and there aren't any jumps nearby. Most work acceptably.
Relevance - Are the jumps relevantly placed? Are they Leading to places of importance? (20/25)
The automag in the pipe is a really nice touch. Otherwise, they're mainly for speed, which is fine.
Range - Are there jumps for people of all skill level? Some easy jumps and some hard? (25/25)
Yes.
Gameplay - 43/100
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? (10/15)
Acceptable flow, although the variation in obstacles by path is a bit high, the mid high path is just totally empty most of the way.
Items (placed) - Are the items placed in convienient locations? Will they affect gameplay negatively? Are they present at all? (5/10)
As mentioned, I liked the automag placement. The barrels in the low path seem a bit oddly placed; at least put them in the carts?
Spawns - Will you get spawn killed? Are the spawns varied enough? Are they fair? (1/10)
I would really prefer if you spawned with your co2 loaded. The map is big enough you can rush and still load co2 before needing to fire. Also, they're all in one tiny room, and not even facing forwards.
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?(7/15)
The low paths are a nice break from visibility from the high ones, but there are still very long lines of sight overall.
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? (10/30)
As jitspoe mentioned, the gamemode is imaginative, but a bit bizarre, and doesn't really suit the design of the map I don't think.
Layout - Are all the paths equal in terms of speed? Is the scale of the map good? (10/20)
Why is there a bridge, with ammo in it, almost entirely walled off? What? And the mid high path is still faster than any of the side path combinations.
Technical Skill - 18/50
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? (0/25)
I can't speak for the wpoly after you properly compiled this, but for now it's basically unplayable. I suspect the only reason I wasn't lagging is because I have a brand new PC, 8k wpoly is unacceptable even on relatively new PCs due to where the engine bottlenecks are. Even after full VIS, I can't see this being anywhere lower than 4k at points, so no points here.
Alignments - Are the textures aligned correctly? (8/10)
There will always be some missed in a map of this size, but you seem to have managed to get all of the most obvious ones right, barrels/crates etc. so well done.
Brush + Grid work - Is their technique good? Is the grid size appropriate? Have they used clipping planes (if they are relevant)? etc. (10/15)
Very nice brushwork although a few dodgy overlaps, such as the skyscraper buildings edging into the concrete walls of the ditch. Terrain is relatively basic but looks nice where it has been used.
Innovation - 20/50
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? (20/50)
Kudos for dreaming big with this one, and attempting a new gameplay method, but it doesn't really work, and the theme is actually relatively well tread (see other map called construction, coi etc).
Overall - 236/400
I agree with jitspoe in that the judging criteria sort of allowed this one to get more marks than it might deserve in its current state, although it could definitely score a lot higher with a fair amount of optimisations. A lot of potential.