thanks for all your votes..uh, i mean, comments!!
much of what is being said about my map is definitely true - it has that first-glance wow factor, but that's largely just cos you dont see that kinda shit very often. It doesnt stand up to scrutiny.
that nastily-place brick texture...that happened cos I got so bogged down in other bits i totally forgot a whole dev-textured building..i started my final compile, and then saw it in the background...had to kill the vrad process and mock it up at the last second!
In my defense I've never been a mapper, so I have very little experience and familiarity working with Hammer, lighting, HDR balance, fog, which textures work well, etc.
Didnt really get the chance to develop a lot of the ideas I wanted to - balance of futurism vs classic architecture/technology, the sheer height of everything, the 'busy-ness' of that scene in 5th element, etc etc.
I definitely dont deserve to win, but...I dont see why deathmoney's isnt doing better! It gets my vote for all the things I wish I could do - brilliant use of lighting: really smooth and balanced. Overall perhaps a bit dark, but that happens. The whole thing is detailed but subtle, clean and polished without looking flat and plain. And excellent use of custom content for a relative beginner in the field. Seriously pro-looking, makes a
beautiful scene out of what is essentially a plain rectangular room. Awesome work.
Steves is of course seriously sexcellent. 11/10 for accuracy to the original! Awesome use to that sky..however I feel there are one or two bits of brushwork and texturing that let it down a bit (not terribly fond of the stairway/path) and the lighting is IMO a bit too flat and bland, especially compared to DM's. Night is always gonna be hard, but this still let it down a bit,i reckon. Coulda done with some smaller lightmap values in places too. Ranks a very,
very close to DMs, IMO
Pyt - reeealy nice subject matter, and the two-suns is cool (couldnt you have got a screenshot from in the 'dip' that got the suns in? woulda looked sexah)..unfortunately technical problems let this down. Seems like you need to work on you displacement skills..too many visible seams and glitches etc. Looks like you, like me, are unskilled in HDR as well. There's also something kinda...unsatisfying about the 'dip' - the detail that's there is pretty good but offset by the blandness of the floor/walls.
Oderus - like I said before, too dark overall, lets it down a lot in this case. Did come close to captureing the feel of the original, but some more detail and effect stuff woulda helped make the central core-thingy look more menacing. Still a reeally good job, my third favoutite. Will make an excellent DM when you put it together (notice 'when', not 'if' - i'm not allowing you the option here, you
will release it!!
Rocket - It's nice, but...just doesnt cut it. Good attempt at those curves, man, but not good enough..too many faults and glitches, which show up nastily in the otherwise lovely lighting. Lighting is nice and warm, suits the scene. But not enough detail, needs that homely bilbo clutter to bring it up. Wish you'd worked on it some more.
Docm30 - I guess it's just a feature of your subject matter, but...it's really too dull. As a remake of the original, it's pretty accurate..but its visually just not powerful enough. Generic office entrance. There's nothing terribly wrong with your mapping here, but there's just nothing to grab attention either. There's very little you could do to that scene to make it visually striking, short of sticking an Arnie-in-shades model in there.
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longest. post. everrr.
@darkmortar - there is fog in mine but it's really weak..and a last-minute change of heart about where to take my shots from means the lower fog isnt really seen, and is placed too low.