I sent the PM.
Good to see the number of entries. Most were of decent enough quality, with a few that stood out (both positive and negative).
So, since I took notes during judging, I've got a few general comments that count for most, or at least some, maps. If you think they don't apply to your map, don't worry, they're general comments. I intend this as a list of general advices. I don't assume I'm a master of mapping, but I do think 6 years of experience have something to say. So, take it or leave it, all I hope to see is some better maps.
Here goes:
1. Readme's. Most maps didn't come with either a readme, or didn't name it the same as their map. It's easy to forget who made a map after some time.
2. Most maps lacked ambience. Some maps had a little sound, mostly some electrical crackle that gets annoying fast and is overused anyway. It's just a little extra touch that can do much for the immersion.
3. The forgotten gameplay. Most maps had a consistent style and looked decent enough. But other things were partially or even totally forgotten:
- gameflow (some maps were hard to even walk around in, how am I supposed to run in it in a stressfull environment like a death-match?)
- layout (a good DM map isn't just a bunch of corridors, it's a bunch of interesting setup combat area's connected to each other at various levels and places)
- proper item placement (that means, placing them so they're easy to get, personally I think it's a bad thing to place every item so that it requires you to run into a little niche every time)
- focussing combat into main area's and keeping the number and length of corridors down (corridors are boring to fight in, use them to connect combat area's with each other, otherwise place some cover in them but don't keep them too long still)
If anyone wants some specific comments on his map, feel free to PM me.