Panic Attack: This map is slowly playing better and better. The biggest problem I see so far is the team size (5V5 is preferable), and the spawning. The flag away zones shouldn't include any spawns in or in the immediate area of the base. I feel player should have to fight back into their base if their flag gets taken (I saw three people spawn right in front of me in the rocks when I grabbed the flag.). As for the bases themselves, I feel like the slide jump inside could be just a TINY bit easier, mainly because of the awkward angle they're placed at. Perhaps lowering the structure by 0.1, and adding a third incline facing the front doorway could help. There have been numerous instances of trying to slide jump up the platform, and just barely missing it due to the awkward angle, or getting shot mid slide.
Also, at least entertain the idea of a small piece of cover in the courtyard of each base. It doesn't have to be anything major, just a small fin or something. What I have in mind is the tip of a Y-Cross on the corner of the main hog jump. Vehicle pathing would hardly be impacted in any meaningful way, and the cover would only work on a single axis and sightline. This would only provide a moment to breathe while approaching or exiting the base, and wouldn't last long or break any flag runs.
Pretty pictures:
Excavation: This map was extremely fun. The ugly lag monster showing it's face hindered some moments, but I enjoyed it overall. As others have said, there are a few messy corners with the geometry, usually having to deal with ramps. The ramp up into the lift, as well as the ramp leading up to the platform behind the lift were the most troublesome to me. Aside from this, the biggest problem I can see at this point is, again, spawning. The flag away spawns suffer the same problem as Panic Attack. Players will spawn inside and in the immediate area of the bases once the flag is pulled, making flag runs out of the bases extremely difficult. Fix these, and you should be golden
Personal nitpick time: Could you maybe put the Plasma Pistol in a more obvious spot? It took forever to find when just playing the map without memorizing everything beforehand.
Wildfire: I would love to know why this map is named Wildf- Oh wait, never mind. Ok, real talk. The map is REALLY fun. There are some aspects of the original that I liked a little better (the presence of the acid pit, for example), but it's still great. One complaint I have is the ankle high ledges on the floor under Purple. They're just annoying and get in the way. Smooth it out please?
Also, I feel like the teleporter exits could be placed in more useful locations. Not sure where you COULD put them, but coming out at the bottom of the bridge seems a little pointless. OH, and Ricochet. Personally, I think Ricochet could play great IF it were regular 4V4 size without any vehicles. Not that it didn't work the way we had it, it just felt really wrong and trolly. Still, the map is looking good. Keep up the changes you see fit.
BTB Map Beta 01: Honestly, this map was REALLY confusing for a first game. I know the problems of framerate and spawning have been brought up, (and I'll reemphasize those as well. They need to be fixed), but I felt the map geometry itself could be better as well. To me, it felt like a lot of random structures places on the asteroid. There wasn't any real coherence to it all. There were also a lot of "dead end" spots, or useless structures. Some notable examples I ran into a lot were the wall in front of the glass blocking the lava near the top (another framerate culprit), the platform with a large ramp leading up to it with no real structure (I think it was near blue side), and the small balcony that didn't lead anywhere (it had base stripes as railing, and sat between the last two spots I mentioned). Spots like this don't really help with map flow at all. I may have to take another look around at the map since I was confined to one corner the whole time, but the general layout feels a little random at this point.
Native: V4 reforge incoming. Please hold.
QWOP: Well, I feel that this map very strongly shows the potential of- oh hey, we won.
Ya.... I didn't really have any time to look around at the map, so I can't say much. From what I saw, the map feels like it's a pseudo symmetrical urban map with clearly defined vehicle paths and interior infantry areas between it all... Is that right? It sounds right. It didn't feel like anything was horribly wrong at this time, so I'd have to play it a few more times (hopefully with longer games).
Shipwreck: I didn't get to go to space
I'm not sure WHAT changes you made, but everyone is saying you made changes... and apparently, it worked. This is the most fun I've had on this map yet. The routes are clear, the power positions are defined, movement is easy, everything flows well, and I didn't fall into any butt cracks on the map that lead to the watery grave below. I'd say slayer is done for this one. I'd have to play more CTF and stuff, but I'm loving this map. Much unique. Such crash. Many funs. Wow.
Abrasion: Oh boy... Jonny, my boy, I think you have some serious work to do here. The current iterations of the bases isn't even close to what I have in mind when I said to simplify them. They're just a few hallways inside of a big flat wall on the edges of the map. Not only is this super simplistic and campable, but all the entrances are right next to each other on the same axis. There's no way to flank the bases, or try different approaches. It's always the same thing. Also, the areas in front of the bases are just cluttered with lazy cover. Again, not what I had in mind when I said there shouldn't be wide open fields in front of the bases. This in combination with the new base design has created a serious problem for CTF. There's no way to exit the base without immediately being seen by people camping higher ground looking on the bases, and there's no way to escape those people. Pulling flags becomes nearly impossible.
Also, The top area of the map is pretty much useless right now. It's so far away from everything and so disconnected in terms of flow, it feels like it's not even there most of the time. There needs to be more reason to go up there.
My main suggestions for this map: First, I would just start over (don't freak, let me explain). I feel like you keep trying to cling to certain aspects or buildings of the previous versions, and then build changes around them. So much has been changed about this map already, that there's really no point in doing that anymore. It would be easier to redesign everything from the ground up. When you do redesign it, there are some key things I feel you should focus on. First, bring the bases closer to the prefab tower slightly, and push them closer to the uphill ridge These bases also need to feel like actual buildings, and have flanking routes and multiple entrances all around (just not too many). Second, make a third structure that is just as prominent as a base up on the hill, but not too far away from the other two bases. This would incentivize people to go up there more. Third, make the middle structure attached to the prefab building a little bigger and more of a viable play space. Right now, it just feels like it's there to take up space. Fourth, break up the tunnel made from the prefab building so it's not just a straight line, but still make it the most dangerous path between the two bases.
/rantover