[6:11:33 PM] Thunderono: holy fuckI'm extremely happy that everyone enjoyed my map! It feels pretty great to have come this far from my shifty F2M and I.N.S.P.I.R.E. entries. I definitely had some tough competition, though. While I regrettably didn't get to play much due to the college move in, the few matches I was able to squeeze in were a ton of fun! Congrats to Dood and Korby!
Might as well toss some of my thoughts about the maps here
TMHCTF01: Lost Riches
If anyone was confused as to why I was upset over the new Pirate Man textures, this map was why. I had begun work pretty early, and after I had textured a large majority of the map, the new set was revealed. I wasn't a huge fan of the rocks, and the offsets were designed around the old textures, so I was talking back and forth with Korby that whole week giving suggestions on the rock textures. I can't thank him enough for when, about a month later, he gave me the updated textures early so I could get the recolors started.
While I'm certainly ecstatic over the positive reception, I did hear a few negative comments. Most prominently, people weren't huge fans of the way you had to jump out of the flag pit. This was admittedly an experiment to see if I could make it more difficult to escape with the flag, thus shifting the way the mode is played from "Two carriers are in their base" to the more traditional attack/defense based CTF. I guess it didn't work out so well. I also heard there was some weird glitch where sometimes if you died in the flag pit you'd have water gravity forever???? I couldn't replicate it, but it seemed to be related to the flag pit being lower than the general water level, so if this map gets into core I'll be killing two birds with one stone.
TMHCTF02: Coterminous Crusaders
Honestly, the unique approach to the bases was really cool. I liked how the 1FCTF spawn was handled. For how much you beat yourself up over using core textures, this map looks really good, too. I remember hearing someone (maybe smash?) saying it was a little too difficult to leave the frontal area, and I sort of agree. I liked it, though. At first I was a little confused as to why the teleporter led to the flag spawn directly, but then I realized it was your way of emulating the map having two 1FCTF spawns, which I thought was really inventive. Good stuff.
TMHCTF03: Trackside Tussle
I was well aware throughout the entire voting process that Dood was my biggest contender. We were sort of scratching each other's backs with feedback the whole way through, and Dood's map came out really good. The map looks great, and the paths are well handled and help to break up the close quarters fights that the trains provide. I think my only real issue is that it's sort of difficult to defend due to the flag room having generally low sight lines and three different directions you need to be checking all at once. The matches here were great fun, though! if only you got those actors
TMHCTF04: Spacecaps
The music here is great. Honestly, I liked this map (though I didn't get to play on it much). The gimmick could have worked really well, but my main issue with it was that it also changed the layout of the base. I understand why it does this, but some of the pathways it closes off are pretty central. One of them even creates a pretty hefty buster wall for the flag carrier. Honestly, don't beat yourself up over this map-- the gimmick is really pretty cool.
TMHCTF05: Dueling Caves
I wasn't sure if Caprice was going to finish this map before the pack dropped. He had kept us posted over skype with screenshots, but then suddenly stopped at one point. I'm glad he did, though-- this map is honestly one of my favorites. I love the layout, and the recolored textures look fantastic. I think the only thing really dragging it down is the weapon selection-- there's a lot of really powerful weapons here, some even overlapping utilities with others. There was also the issue of the doorlike window in the back of the base, but it honestly isn't a problem after you try jumping through it the first time.
TMHCTF06: Korboo's Haunt
I wasn't sure how to feel about this map. My limited playtime meant I only got to play 1FCTF and footbawl here, and the 3D floor usage at mid really dragged those modes down. Everyone seemed to like it, but I didn't get enough exposure to understand why. I guess I don't have much of an opinion. Sorry! must resist the urge to comment on the music
TMHCTF07: Operation Midnight Climax
Great name. I'll start with the good: the map looks fantastic. Really! The skybox effect is awesome, and for someone who I haven't seen many (or any) maps from, this seems very professionally made from a texturing/architectural standpoint (barring a couple of slip-ups). Unfortunately, after this I begin to run out of nice things to say. The single-path style makes reaching the enemy flag a nightmare and the random boxes and tires everywhere make getting around difficult. The fans are also difficult to use correctly (though the jumps you can do at mid using them are pretty cool). There's also, of course, the genuine Train Meme, where you can stand on the rails. On this map, you can get really far from the train doing this! Sorry about the way this one turned out, but I honestly think if you keep at it you can make some cool stuff in the future. You really seem to have a handle on how this game's architecture works.
TMHCTF08: Dungeon Doom
Telling all, here-- I ranked this map lowest. I don't want to sound too harsh, but I honestly couldn't find anything I liked in this map. The abundance of 3D floors made finding anyone a nightmare, turbo ladders are disorienting, the weird pass-through logos didn't work, and a whole bunch more. I was told this was recycled from some other, much older project, and its age shows. Again, I don't mean to sound hostile or anything-- I just didn't like this one.
TMHCTF09: Water Works
Conversely, I really liked this map. The somewhat bland textures were used in a way that made them much more interesting, and the pathways were just plain fun to run around in. The tightness of the pathways made fighting a little difficult, though, and the bridge at mid felt a little too detached from the rest of the map. I guess that's really all I have to say-- this map is pretty good!
TMHCTF10: Sky High Skirmish
I guess I'll echo what everyone else has been saying: for a map made in one day, this isn't too bad. The layout works for what it is. It has a lot of readily available power weapons, though, and the map is small enough for a flag carrier to near instantly reach their own base. The map makes up for it with a more open style of base, something I didn't see a lot of. This one was okay. Weird choice of cover, though.
I had fun mapping for this, and I hope everyone else did too. Thanks for all the support! I really wish I could have had more time with these maps so I could form more solid opinions.