ODST Tayari Plaza: I really liked how you owned the linear feel, it's linear, but you owned that and flourished with it. I felt the Camo alley area was too small however. I never wanted to go in there because there is no room to fight and Camo wasn't that big of a deal because the small exits are easily camped at the Camo mark to kill anyone with it. I enjoyed the rest of the map though.
Sanctified: This map has really cool moving parts that you don't see incorporated in a lot of maps. I like that. The main problem with this map is that it's too punishing on the people who don't get the initial long range weapons. There is little cover for people trying to live in between the bases and there is only one main path. You have divergences on the left and right, but you have to come back to middle to get across making it too easily controlled. I'd like to play on this map with more pathways and more cover.
Kizingo V9: It's very nice looking, it sucks that the object limit doesn't let you detail it up a bit. Eastgate was a bit oddly placed to the point where no one really defended it. It was a free grab anytime you got two people over there. You did a really good job at not having lazy cover down.
Echoes: The bases being faced sideways made the sideways approach to each base really interesting. I felt all the paths were fun to traverse. The Banshee did seem to be a bit overpowered and needs something to counter it.
Nightclub: The middle stronghold glitching out is a real bummer, but there is other things that I think could be improved. The bases seem to be a bit too open. People don't want to walk so far to get out of a closed area when they first spawn. If you do keep the layout at least detail it. The Nightclub itself looked very interesting and I could see how the pathways would create fun gameplay, but if you have a stronghold there you shouldn't also have a Camo. That might be nice to put there for ctf or slayer, but if the stronghold is in that position Camo shouldn't spawn there. The edges of the map should have more contrast or railings so that people don't accidentally walk off the edges as often. It should be made clear where the edges of the map are. This map looked very fun though and even with the two stronghold game I actually had a lot of fun playing it which says a lot about the potential of this map.
Hornet's Nest: This map could clearly be recognized as a rat's nest recreation right off the bat, it was very well made, but it was a lot smaller. This map might be better played in classic mode with thruster, sprint, and other movement options turned off.
Badger pit: The team I was on, including me, seemed to ignore the center stronghold because it was so hard to cap. We generally focused on grabbing the two bridges and taking the center stronghold when they would bring there team out of it by throwing bodies in there. The bridges also seemed unnecessarily high up. Besides this though it was a lot of fun to play, the weapon placement was sound.
Hangout: I got destroyed on this map and I was blaming it on myself and that I was having a bad game, but going back I realised the one time I did good was when I picked up a Binary Rifle. I am completely horrible with snipers, but got kills with that leading me to believe that this map is very unfriendly towards close to medium range players, like myself. It looked very good and I feel like it would be fun if I could of just got kills.
Ferrous: This map, probably through extensive testing and hard work, seemed right next to perfect. You obviously know about the cinematics problem and the cut off bodies in the last cinematic, but I also dislike the invisible wall in the waterfall area. I'm not completely against invisible barriers, like if you have a building and you extend the side of it with a invisible wall so nobody can clamber or randomly fly out of the map there. I hate blatant invisible barriers though. It doesn't make sense to walk straight and then be stropped. Even if you just added some more rocks to try and block players off it would seem better than a blatant invisible barrier. It's the only thing I think you need to fix, although I recognize that some people find those completely fine.
Fracture: This map was amazing and I liked it a lot. It felt great and I couldn't see anything wrong with it. Flag was pretty easy to run launch side but that's not necessarily a problem. Objectively mid could probably be more utilized, I found the only reason I ever wanted to go there was the power-ups which I didn't feel I needed. That probably is a different story though when it comes to different game types on this map.
Centricity: This map was designed for four teams all clashing in the middle. The corners were meant to be an alternate time consuming method of getting to the flag, but seems to have been utilized more as the power position it is and needs to be nerfed. That was suppose to be offset by the teams clashing, but it didn't really seem to work. I also noticed that most breakout maps compensate for the lowered health by giving players multiple engagement escape routes. My map seemed to lack that. The Breakout flag was initially suppose to be to stop people from camping and not to make it a flag oriented game, so I tried to improve on that idea here and it seemed like it worked. Camo was intended to be burned almost everytime by the main focus being towards it for all the players, but the corners seemed to take players aim away from Camo making it an easy grab. I'm not sure where I should take the map from here, but I'll wait for more feedback to make any big decisions.