Truss.b - Slayer DMRs: Nokyard got most of it. Lights were my biggest gripe. Theres a bit of z-fighting everywhere. I don't like the water on the lower bridges. It just looks wrong and should either be fully submerged or fully dry. I guess it's more of a subjective thing. It's the bases that need to be more obvious, not the bridges, since those are cliff vs. sea.
Reactor - Swat: I heard Nokyard talking to you about this in the game. Really solid map. Just enough cover. Good base definition, orientation.
Sheol - Slayer DMRs: Absolutely bonkers. I don't know what to crit. I guess you achieved what you were going for but I'm not a fan of those AA catering mini-arena style maps. Also 8v8 destroyed it. Needs loadout cams.
Odyssey - Neutral Bomb: Another really solid map that makes great use of neutral objectives. Great vehicle play. Huge improvement over paradiso. I don't think anyone went to that platform with the rockets, which I didn't even know existed until watching the film.
Reliance - Slayer DMRs: Not that great of a slayer map. The defensive base is a death trap. You can get in there, but once the other team starts spawning you are dead. Someone mentioned that the killbariers get you to some area that you're not supposed to be in.
Crossfire - Multi Flag DMRs: Revenant + flat, open base design makes flag stealing too easy. Literally all we had to do is walk in and steal their flag (3 times in a row), and then walk out on the rev. There's also object flashing looking from the back of the bases towards the middle of the map.
Rock Garden - Multi Flag DMR: Needs loadout cams. Another map that 8v8 destroyed. Blue team's flag being two steps away from a teleporter, in an enclosed room, while red is completely open with no means of escape = not good. Seems like all the teleporter does is put you right smack in the middle of the map. It acts as a man cannon, not putting you somewhere strategic like a teleporter is for. Sniper may be OP. I'm mediocre with it and I was easily picking people off with it all over the map from the top of blue. Also having the sniper spawn at the highest point of the map = not good x2.
Lynched - Multi Flag DMR: Hardly any reason to go to the bottom, and the side passages are much too narrow. Makes for a terrible stand off. Sniper's clips need to be cut. Maybe a mancanon from the bases to that middle platform. You hit a soft kill zone when going on those corner mancanons up to the top.
Enforcer Factory - Invasion Skirmish: The perfect gametype for this map. I'd say add one drop zone up to the part in the middle hallway. As someone noted in Dani's customs, that area was almost useless for that gametype.
Yeti Dome - Crazy King: 16 player FFA crazy king goodness. The "winner" got a whopping 30 seconds in the hill. I'd like to see a flag game. This is really starting to become a classic FFA map.
Abyssus - Slayer DMRs: I think my bias against my first few plays of this map is still around. I'll let someone else handle this one.
Deluge - Slayer DMRs: fantastic. Takes the best parts of lockout and cage and put them together.
Verith - Slayer ARs: You know what I think.
Containment - Classic Territories DMRs: Still haven't removed splaser. Bases need more reworking to allow for better vehicle movement.
Here's something I'm doing for watershed static objective games: using Antenna, Smalls as hills, territories etc. Their lights change according to the controlling team, they provide a static, obvious marker as to location, and don't really block shots, grenades. Feel free to use this idea. Just remember to make them gametype specific.