Deluge: Without the Hammer in everyone's face every 5 seconds, the map played really well. I might not like AR starts, but they worked for this map. Honestly, I don't have any problems with this map at all. I think after one more test on it, it might be good enough to be submitted to the cartographer's, but that's just me.
Moonpool: Ugh. I still love the map, but CTF just does not work on it. The defending team could easily grab the sword faster than the attacking team, and just camp the base for the entire game. The only time the flag was grabbed and taken out of the base was the third round. The structure for Red base isn't good for team games, especially CTF and Bomb, with two covered tunnels to it that can be camped, and two side ways that can also be camped. There needs to be a way for people to sneak into the base and grab the flag. I'd like to see a lift up to the flag stand, with the window covers to be lowered (or removed and replaced with other types of cover) so a guy with the flag can grab it and leave. In addition to that, there's way too many grenades at each base, the position of the health pack up there promotes camping, and some way to remove the sword in objective games would be good.
Though, I'm sure Nokyard can and will explain a better way to make the defense base.
Rigged: Amazing forging that really makes me want to stop forging maps because I doubt I could ever get that good. Other than that, I thought it was a great map for SWAT, but due to the spawns, I think regular Slayer and possibly CTF and Bomb gametypes would be great on it. Of course due to the size of the map, it'd need 5 captures/detonations to win.
Also, because of it being SWAT, I have no idea what's in the middle and what other weapons are on the map. Hopefully any rockets or shotgun on the map isn't too overpowered.
Minerva: AR starts weren't too bad, but the way bomb is set up is. There's still too much open space for the defending team to shoot the attackers at in the bottom, and there's only really two ways for the attackers to get the bomb into the base...but that's saying a team could arm or capture the objective due to the shotgun and grenade launcher that's near the defending base. You said something about moving the teleporters inside the base, so I think that could work. Other than that, I still think the top grassy area needs to be blocked off, or with a better way for the attackers to get up there.
Trapped: I don't know why the game settings switched default vehicles to mongooses only (or there were only mongooses on the map), but whatever the reason, there needs to be vehicles on this map. And cover in the middle so it's not open...and a reason for teams to leave their base in Team Slayer. I don't think AR starts would've helped, since a team could still use the focus rifles or their magnums, or picked up and DMRs in the map, and just dominate the other team.
The map was great last week for CTF, but Slayer isn't it's strong suit. Rockets in the middle would be good, maybe even a ghost on beach side, but the map needs more cover (and healthpacks at the bases).
Sploosh: Surprisingly, even having the Blood Gulch bases, the map was good. I never moved from the base (mostly due to it being CTF), but it played well for the size of it, and it was a great CTF map. There's kill barriers that need to be placed, and the bases need to be finished (especially the hole people kept on falling into), but other than that, I have no complaints.
I do wish the area with the water could be a tunnel filled with water, but I think you said that the flags couldn't be moved down there, so I guess that'll never be a tunnel from side to side.
Skydocks: I already said my suggestions in the game lobby, but repeating them here hopefully won't be bad. Basically, the middle needs less objects around it so that the slowdown isn't there. Other than that, the sniper seemed to have the right amount of bullets (8), and the concussion rifle has 12 shots so enough to kill 2 people or so (and it's a great alternative to the rockets). Shotgun should really only have 6 shots in it since it's such a small map. Also: on the "lobby" side (or now looking in forge, the docks, with the really well made sabre), by the door ways to each base there's a ramp of sorts where people could camp or hang out at that slows down gameplay. It makes sense when thinking about taking cover and that sort of thing, but being scared to go through there due to the possibility of assassination or shotgun to the face isn't good (but that could be applied to any camping situation).
I also loved the chutes down to each team's "lobby", really reminded me of A New Hope and the trash compactor scene.
Truss: Like I said before, focusing on one version of Truss/Trestle was the right move. Truss played really well in CTF, but there are still a few problems. First of all, I kept on noticing and hearing people falling off the map, so there will probably need to be places with barriers preventing that. Next off, spawning was atrocious some of the time, and it cost both teams chances to capture, or prevent a flag from being captured. I think before you said something like "spawns that promote switching sides for movement" or something above those lines, but in CTF and Bomb, that's not good. There should be Flag/Bomb At Home and Flag/Bomb away spawn zones so stuff like that doesn't happen.
Other than that, the middle hills/pyramids don't really need the turrets up there since it seems redundant, and would only promote staying up there during slayer games even more.
Truss is coming along really nicely, and just a few more tweaks and it should play really well. It really reminded me and other people of Narrows.
Reliance: We played this with AR starts, but for such a big map, that wasn't good. There are plenty of DMRs around the map, but they're mostly in the middle and to the sides, without any at the offense base as far as I could tell. The map could really benefit from the removal of either both the sniper and the focus rifle, or just the removal of the sniper at the attacking base.
A Warthog could work at the offense base, and the defender's ghost could even it out. That's basically it for what I noticed. It has nice paths into the defense base, but no way to get the flag out of there easily.
Requiem: I can see the influence Wizard had on this, but it had more cover than this did. The entire map has basically no cover, and when trying to move from side to side that's not good. In addition to that, two, three times in a row I'd get down to just three bars of health when trying to lift up to the middle ring. Which, itself, isn't a good platform due to being too dominating and too high up.
As for films, I'll have them up shortly, and I think I'll try to start next week off with BTB and Invasion since we didn't have enough people for Odyssey and Aurora.
Moonpool: Ugh. I still love the map, but CTF just does not work on it. The defending team could easily grab the sword faster than the attacking team, and just camp the base for the entire game. The only time the flag was grabbed and taken out of the base was the third round. The structure for Red base isn't good for team games, especially CTF and Bomb, with two covered tunnels to it that can be camped, and two side ways that can also be camped. There needs to be a way for people to sneak into the base and grab the flag. I'd like to see a lift up to the flag stand, with the window covers to be lowered (or removed and replaced with other types of cover) so a guy with the flag can grab it and leave. In addition to that, there's way too many grenades at each base, the position of the health pack up there promotes camping, and some way to remove the sword in objective games would be good.
Though, I'm sure Nokyard can and will explain a better way to make the defense base.
Rigged: Amazing forging that really makes me want to stop forging maps because I doubt I could ever get that good. Other than that, I thought it was a great map for SWAT, but due to the spawns, I think regular Slayer and possibly CTF and Bomb gametypes would be great on it. Of course due to the size of the map, it'd need 5 captures/detonations to win.
Also, because of it being SWAT, I have no idea what's in the middle and what other weapons are on the map. Hopefully any rockets or shotgun on the map isn't too overpowered.
Minerva: AR starts weren't too bad, but the way bomb is set up is. There's still too much open space for the defending team to shoot the attackers at in the bottom, and there's only really two ways for the attackers to get the bomb into the base...but that's saying a team could arm or capture the objective due to the shotgun and grenade launcher that's near the defending base. You said something about moving the teleporters inside the base, so I think that could work. Other than that, I still think the top grassy area needs to be blocked off, or with a better way for the attackers to get up there.
Trapped: I don't know why the game settings switched default vehicles to mongooses only (or there were only mongooses on the map), but whatever the reason, there needs to be vehicles on this map. And cover in the middle so it's not open...and a reason for teams to leave their base in Team Slayer. I don't think AR starts would've helped, since a team could still use the focus rifles or their magnums, or picked up and DMRs in the map, and just dominate the other team.
The map was great last week for CTF, but Slayer isn't it's strong suit. Rockets in the middle would be good, maybe even a ghost on beach side, but the map needs more cover (and healthpacks at the bases).
Sploosh: Surprisingly, even having the Blood Gulch bases, the map was good. I never moved from the base (mostly due to it being CTF), but it played well for the size of it, and it was a great CTF map. There's kill barriers that need to be placed, and the bases need to be finished (especially the hole people kept on falling into), but other than that, I have no complaints.
I do wish the area with the water could be a tunnel filled with water, but I think you said that the flags couldn't be moved down there, so I guess that'll never be a tunnel from side to side.
Skydocks: I already said my suggestions in the game lobby, but repeating them here hopefully won't be bad. Basically, the middle needs less objects around it so that the slowdown isn't there. Other than that, the sniper seemed to have the right amount of bullets (8), and the concussion rifle has 12 shots so enough to kill 2 people or so (and it's a great alternative to the rockets). Shotgun should really only have 6 shots in it since it's such a small map. Also: on the "lobby" side (or now looking in forge, the docks, with the really well made sabre), by the door ways to each base there's a ramp of sorts where people could camp or hang out at that slows down gameplay. It makes sense when thinking about taking cover and that sort of thing, but being scared to go through there due to the possibility of assassination or shotgun to the face isn't good (but that could be applied to any camping situation).
I also loved the chutes down to each team's "lobby", really reminded me of A New Hope and the trash compactor scene.
Truss: Like I said before, focusing on one version of Truss/Trestle was the right move. Truss played really well in CTF, but there are still a few problems. First of all, I kept on noticing and hearing people falling off the map, so there will probably need to be places with barriers preventing that. Next off, spawning was atrocious some of the time, and it cost both teams chances to capture, or prevent a flag from being captured. I think before you said something like "spawns that promote switching sides for movement" or something above those lines, but in CTF and Bomb, that's not good. There should be Flag/Bomb At Home and Flag/Bomb away spawn zones so stuff like that doesn't happen.
Other than that, the middle hills/pyramids don't really need the turrets up there since it seems redundant, and would only promote staying up there during slayer games even more.
Truss is coming along really nicely, and just a few more tweaks and it should play really well. It really reminded me and other people of Narrows.
Reliance: We played this with AR starts, but for such a big map, that wasn't good. There are plenty of DMRs around the map, but they're mostly in the middle and to the sides, without any at the offense base as far as I could tell. The map could really benefit from the removal of either both the sniper and the focus rifle, or just the removal of the sniper at the attacking base.
A Warthog could work at the offense base, and the defender's ghost could even it out. That's basically it for what I noticed. It has nice paths into the defense base, but no way to get the flag out of there easily.
Requiem: I can see the influence Wizard had on this, but it had more cover than this did. The entire map has basically no cover, and when trying to move from side to side that's not good. In addition to that, two, three times in a row I'd get down to just three bars of health when trying to lift up to the middle ring. Which, itself, isn't a good platform due to being too dominating and too high up.
As for films, I'll have them up shortly, and I think I'll try to start next week off with BTB and Invasion since we didn't have enough people for Odyssey and Aurora.