best looking: bazaar
best playing: ctf_bunker
most original: the cave
first of all i have to say i’m AMAZED what a load of mapspace fits into 1024 units.
there is not a single map i can’t imagine to play a ‘bigger’ version of…
those sunbeams at chapel really look supersweet - but sadly that seems to be the only
kewl part of that map.well it’s not a bad map or so… but it’s not that original / exciting as
the other maps. i have no clue WHAT is missing… but something is missing 
bunker’s respawns are somewhat boring and the lower levels imo suffer a lack of
lighting… its hard (if not impossible) to spot axis players when they’re not firing. i even
ended up delivering my goldcrates to the wrong spawn… both sides could be a little
more easy to distinguish.
ascent stops me from running upstairs, as i ended up sticking to benches or those fence
columns… either removed or hardcore clipped fence would be great. splitting up the
stairs to move across the court instead of staying at the wall all time could have been
even more fun.
i think bazaar is good for some aiming practise - when silly_ctf gets boring after playing it
for hours. i missed the ‘shhhh’ sound when standing on fire
really sweet insignment on
the relic box!
claustrophobia really looks sweet, although i think its little to much cluttered up with
items. sometimes it was quite hard not to run against shelves, fences or other stuff…
no single step that you could walk in a straight line. scaled the whole thing at 1.5 would
make a nice map… but due to the competition limits of 1024 untis i think some features
could have been left out for a more fluid run-through. this doesn’t mean it it’s not a nice
map, huh.
kadesh. well i took the wrong door in the basement for a couple of times… those things
can really be a pain
texturing as mentioned a couple of posts before is sweet…
although the lighting could be a tiny bit more balanced. nice playing anyway.
the cave… not mugh to say here… i just love the stylish fog…
i still wonder about the door-to-nowhere
but the idea of raising water makes
it the most original. little more space to move for both teams would have been nice.
i want to thank all those mappers for taking time to do such beautiful maps, which are
guaranteed to be played for train if we aren’t enough to fill those ‘huge’ official w:et
maps. i just started to edit some brushes in radiant and more and more realize how !"§(°/
hard it is to make a sweet map… all of you get my respect and tribute for those maps
you released here for competition.
keep it coming! 