This is way late, but here's some feedback from Dani and I on the maps from last weekends customs. I spent some time organizing a way for us to collaborate, then got busy during the week and didn't get it out in a timely manner. Going forward we'll try to post this the day after customs.
I know a lot of these maps have been revised since then, and I haven't had a chance to play them, but we'll pull them into customs this weekend.
I've bucked comments into a few categories: Design (flow, sight lines, navigation, clarity, size), Forging (flicker, attractiveness, slowdown), Funtion (spawns, objectives) and Balance (weapons, vehicles, timers). Not every map will have feedback in every category.
Reactor
Design | Strong design with a clear layout. Some of the sight lines feel a bit cramped around the outsides of the map; I suggest shortening the thick wall that sticks out on one side to make the corner less cramped (if this doesn't make sense I'll post a pic).
Forging | Slowdown, one rock used as a ramp is broken - half of it is unwalk-upable. Could probably remove the lights to get rid of the slowdown.
Spawns and such worked well. Good map.
Château
Design | Top floor feels redundant, too much climbing, dominates lower center. Suggest truncating to two levels with the same function.
Balance | Too many close-range power weapons: sword, hammer and shotty. Suggest paring down to just one to fight over, or give both sides their own one.
Personally, I thought this map had a lot of potential.
Seashell
Design | Initially confusing layout with some difficult navigation.
Forging | There's not an over-arching visual theme; feels somewhat cobbled together.
Function | One team is spawned in front of their base, the other behind.
Balance | Sniper dominated the map. Suggest working in some specific sight lines while building in more protection for both teams from it.
Kingdom
Our feedback file just says, "SHIP IT" on the Kingdom line. That and the health pack placement issues which I know have been addressed in the latest version. If we can play a few different game types on the updated map - another Slayer, some CTF, etc. - for customs, we'll be sending this to the Community Cartographers group at Bungie for the next round of testing.
Very solid design, smart Forging choices, great sight lines and a good dose of restraint and thought when it came to the power weapons. No spawn issues that I saw. Personally, the Slayer game on it was one of the best I've had in GAF customs.
Atrium V1
Design | Sight lines favour height advantage. Ground level has good flow.
Function | Bomb almost impossible to disarm when armed.
Balance | Can be dominated by jet-packers. (Personal note: this is often a problem with multi-level maps. I'd suggest additional blocking and/or ways to access top levels.)
Trestle (I haven't checked out the new version but will shortly)
Design | Navigation; too much clutter, lots of cover objects placed in the middle of walkways. Simplify. Needs a better balance between dance floor and hallways.
Forging | Hard to get a feel for the flow visually - clutter blocks sight lines. Suggest being more selective about viewpoints; longer sight lines are okay.
For me, this was another map I thought had a lot of potential and I look forward to the new version.
Yeti Dome
Design | Visually unique with a clear layout. Size may only accommodate FFA or Doubles.
Function | Spawns need a bit more tweaking, occasionally spawning near/in front of enemy. Team games allow some spawn trapping.
I'll echo the praise for Yeti Dome, fantastic map perhaps only limited in its possible uses by its size.
Truss
Design | Wide walkways leading to narrow ones - players get caught up, mancannon can lead players to jump off map, softkill barriers need tweaking.
Again, I'll make this more timely next time around. And this largely echoes the other feedback posted, which people have been responding to.
Great set of maps - lots of potential, and I think two clear standouts (Yeti Dome and Kingdom).