When I suggested greater emphasis should be put on putting out a playable map, i didnt mean they should be fugly. I just dont want a repeat of last competition where by out of the 10 entrants, about 2 put out a map.
Looks are important, im just saying that they should be the last thing on your list, so that we can ensure we have a higher number of entries. I dont enjoy playing ugly maps, and i dont want an ugly map to win this competition

As for the comments about layout; there is no such thing as a good layout. What you guys have been listing are pre existing layouts in tried and tested maps. There is no single layout that is better than the rest, just those that work well in the context of a specific map.
Be creative, we've got plenty 2 corridors atcs clones. Add lifts, add a hole in the roof so that you can jump down a level, heck, add a teleporter that teleports you into the enemy base (c) [thats actually a purdy good idea :O].
I suggest having a look in this thread:
http://tremulous.net/forum/index.php?topic=11966.0it gives great guidelines for making an effective layout layout.
@jm82792
I tried that

it took me a month to make a psuedo-bumpmapped wall, and it looked pretty crud

But join the competition, you'll probably have better luck than me, and the best way to learn radiant is by map making

@organisers
Can we use things from maps weve already made? Not anything like structure or layout, but just some eye candy (essentially premade models... except their not models, and are made in radiant) for example i made a tiny ship a while back, which doesnt really have a function, just something that players can look at. It'd be much the same as me using pre-made models, and would help with the asthetics of the map. PWETTY PWEASE!