Ok so basically, this is entirely in terms of competitive views, and I just looked at the maps for a couple minutes each to see what it was like. Only one has been actually tested so these are strictly guesses. Id like to point out that if i say the map has wasted space, that only means that I think there's space that won't be used in comp game play, but it doesn't mean you made a bad map by any means. Here's some notes, feel free to add to disagree with me, but this is solely for matches, so people might be a little more comfortable using some in matches. Aquarium - Not overly archer friendly, decently sized, not many travel sponges, low amount of stalemate space, capping balanced among classes. Would like to try it out for matches EDIT: We did try it out for matches, the flagroom was one of my favorites of all time, for sure great. However getting there was super hard and roaming defense could just destroy you, but once you got going it was hard to catch up. Also people just didn't really like looking at it. Besides the midfield, good comp map, but I dont think it's that good for comp. Deserted - Bare, low amounts of ways to get across map: archer friendly, good size, soldier friendly for stalemates, capping balanced among classes. Would love to try for matches EDIT: We did try it out for matches, and it's super archer OP. It shouldn't really be a five cap map. Again, just archer OP, but other than that it's a fine map. Dusk - We played it in a ppm, not a good comp map. Doesn't look awful and has some positives, but it's not really good for matches. If you need I can go into more depth. Helvetian Plight - Archer friendly on top, pyro friendly on bottom, heavies and chemists will rule capping, looks good medic capping. Capping routes are iffy, very limited to get out of flag room, some routes broken some weak. A lot going on. Might be good for comp ( i really like this one personally) Les Trains - Well made, very open, very large, can be very easy to cap or very hard, depending on steal. Not super archer friendly, very strong stalemate room, headshottable flagroom I don’t think it will be good for comp Mushroom Skyline - Bad comp flag room, 4 entrances, two are bendy staircases and 2 are sponge waterfalls, 3 narrow bridges and two mushroom hop paths to get across map Slight chance it will be good for comp Petra - Cool looking, really open and big and a lot of wasted space in the middle (nothing will occur there outside of chasing down flag carriers), very tunnely, lots of routes, a lot going on (which isn’t good for comp), flagroom difficult to leave I dont think it will be good for comp, but would try it out (I really like this one personally) Riot - Very crowded, lots of buildings, weird stalemates, easy to get across and easy to die, has been match tested Not good for comp gameplay The Citadels - Not archer friendly, kinda soldier tilted, awkward spawn, a little bit of wasted space, decent flag room, unless you’re a ninja, if someone gets out you won’t be able to catch them Might be good for comp Anyways, I'd like to highlight something. And again, only for matches. People complain about how much blackout is played. However there is a good reason for that. It's a simple map. It has a mid with a couple of paths, all of which are used. It has a good spawn, a good flag room. It has multiple capping routes, some are better for some classes, some better for others. It's not beautifully decorated, it's just really good gameplay wise. All of these maps look amazing, but the issue is that, they're not gonna play well. There's a lot of paths but only a couple will be used. Some parts of the map will have no use at all. People aren't going to like it because, the gameplay is poor. Good maps look good, but get out of rotation fast. There are very few maps that have gameplay like Blackout that last that long, but they have good gameplay. Idk if map makers have interest in making competitive styled maps, but that's just the way the map making system is right now. Good job on all the new maps everyone.