aesopolis - the scale overall is maybe a bit too big for quake's enemies, their combat distance and how many monsters you had to work with, but this was a really interesting looking map and i liked the use of ramp jumps early on, then walking through below the giant pillars, and then the end jumping section to reach the bat signal to exit was really cool
agcs - nice fun quick bit of combat here, blowing up barrels to kill grunts as ogres rain grenades. this would work really well as an area in a full map
auhsan - whoa, blast from the past mapper, one of the spainish weirds! fun teleporter madness map with a quad... so scary to be teleporting into a bunch of spawn or a shambler. lol at the end with the cake and dog
atom1k - real fun little combat map, there were some great ambushes in this! felt almost like a classic speedmap from the 100min timelimit days
clenow - clever gimmick using some func_trains to fake an endlessly ascending arena, though likely needed a bit more time polishing to really execute it right. thank u to the rainbow dopefish for helping me be at peace
chadquad - just a basic map with 3 levels of combat in a cylinder, but i liked how you used some moving platforms to set up a contraption to delayed spawn several enemies using minimal brushes
chris holden - cool mountain pass, neat layout for a nonlinear map letting you get the two keys needed to exit in either order. bet this could be a fun speedrun map figuring out the optimal path through
commoncold - nice little graveyard maze map to maximize the use of those brushes... maybe could've saved an enemy or two to put behind the gold key door though?
ehot - like the blood and skulls look, and good use of triangular roofed areas to save some brushes. wish you had lit up the underwater platform in the corner, spent ages trying to find that
fairweather - ur disgoostang! nice little combat setups in this, felt almost like a proper map cut down to bite size to fit the limitations, great work
h4724 - absolutely impressive map, cutting faces into brushes all over to get as much detail out of each as possible. the combat and layout were great, felt a bit like a than map in minimum. laughed when i found the useless secret at the end, very good map
ic - nice map and i liked the terrain in the starting area, had several cool gameplay ideas going on with the 'hurry up!' door, the ogre ambush right after, and jumping between pillars to reach the gold key
lobotomy lobster - cool map, felt a bit like a lost episode4 map. really liked the bridge you have to raise and lower to progress
magnetbox - map that feels a bit like something out of the depths of cdrom.com back in the 90s... rip to the zom-bros who got smooshed at the end
mazu - really maximized the use of your 30 enemies using a bunch of the healthier enemies to make a big horde combat map, had a lot of fun running around getting everyone infighting. awesome you managed to get 5 secrets into a map given the limits
moko - really liked this one, very cool use of brushes to maximize their use and a great looking theme
nickster - neat use of some underused quake3 textures, liked the offset ceiling light texture to save brushes. nice little map
rastrelly - it's a newbie map, but i liked the action of the initial combat over lava that you're teleported into the middle of, and the tall gold key door has a cool looking facade
roj - wow, just a nice little map that feels right out of episode3. great stuff
rj - really good looking map, and uses its brushes well to make a cool little adventure collecting all the runes. loved it, awesome use of a beefed up shambler at the end
spootnik - whew, map throws you into the action and doesn't let up. nice nonlinear design given the limitations and i thought the lightning gun secret was very cool... think the ending was maybe a bit too much with all the voreballs and slime, but i beat it on my second try
trash meister - very mysterious blue brick maze... my first time beating it i raised the platform and just swam through the damaging water to exit, and then played again and 3 enemies didn't teleport in. very odd that some of the liquid is slime and some is water, which apparently freaks vis.exe out
voila - nice little quoth style map, the gold key fight was very frantic and fun. found the secret by accident when grenading a fiend
wons - ok little back and forth map, think you could've used your brushes a bit more effiencently and gotten more gameplay space out of this. as for the secret, chuck norris certainly is finished, i hear that mr t ate his balls
zigi - really dug the look of this with the moss and vines and wood, felt real classic quake. just wish it was longer, cuz this felt like it could be a nice section of a bigger map
zg3n - i like the stretched out texture to make multiple light fixtures along a single trim brush, clever idea. nice to see a proper id1 chthon fight at the end