Let me join in aswell. And since i dont have anything better to do (actually i do but whatever) i actually decided to walk around each map and see how it would play out.
So lets start with the first map.
Toxicaro: At first sight it looked very clean with beautiful looking textures and thats what makes many maps enjoyable. However thats it for the most part. It has some what i would consider to be cons. Starting with the size of it, because this map is MASSIVE. While having some big maps can be fun as there are a lot of strategies to think of, this one is rather too big. The spawns between the red and blu spawn is so distant that engies will already have a level 2 sentries set up before the hale will reach the other spawn. Because imo the most favourable camping spot is in the red spawn. Second problem with it is that when there are fewer players in the server than it can pretty much turn into a very long hns game when no admin will be available because either the hale doesnt know how to navigate through the map, or there is a scout going to one of many spots in the map almost no one will go to.
When talking about camping spots then (as i said before) the red spawn is the most ideal spot for snipers and engies since the only way for the hale to reach these high spots is through superjumping. Climbing the walls wont work as it is not flat enough making it even harder for the HHH to play and win any of these rounds (and playing hhh alone in general is already bad enough).
And the map either consists of too open area which makes snipers incredibly annoying and better in that environment , or too enclosed which makes superjumping useless since the inside is very packed.
Normally i could go on but that should be clear enough on my opinion with this map as otherwise i will be talking too much.
-1
Desert Post: Wont make a proper review unless this will be fixed.
-1
Rooftops: First map here that i actually like to be added. It is neither too big or too small and the spawns are far close enough to not have engies build an entire nest before the hale arrives at the scene. Altough the map feels rather odd at first for me, the textures are actually pleasing to look at. Despite not being able to properly test it, im certain that it will make the rounds be way more balanced.
There are only a few camping spots i could find which i like as it means that the red team has to work harder together instead of having to sit in a spot mindlessly sitting.
The Skybox also is in a decent height which lets the hale have better agility. And despite HHH being the worst boss to get it actually would seem well balanced since it can use its wall climbing ability easily.
When it comes to maneuverability it actually works extremely well since getting on the roofs is very easy aswell as jumping to other roofs to escape the hale which lets other classes exept for scout to escape him.
I think that this map is really well balanced which i definetly like about it. Definetly my favourite map out of all of these.
+1
Riverside: So this is something i think is just not good enough to be added for VSH. Again it is esthetically pleasing, however the terrain is rather painful to deal with because there are a LOT of trees scattered all around the map. And like in hakurei shrine these trees are very hard to deal with against snipers and airborne hales since they obstruct the sightline against people underneath these trees while snipers can just "hop" from one tree to the other when escaping the hale. And imo its rather boring to play in. There is barely any change in the terrain as it looks the same throughout most of the map. One more issue is that the health/ammopacks are scattered in very strange places across the map that make less mobile classes have a hard time reaching them as they are far apart. -1
Drejun: Ok another very esthetically pleasing map and one which actually has very good terrain to move around. Skybox is high enough for hale to move around comfortably and HHH can decently use his wall climb ability. I think that it offers less maneuverability for slower classes compared to Rooftops but is still really decent. And despite the map being basically a square, the sniper isnt that broken since it has very few spots having a view throughout the entire map. Something which the hale can easily reach. Ammo and healthpacks are also somewhat decently spread through the map (altough its a bit clustered at the same time). I think that the map will be decently balanced since each class has its own strength and weaknesses depending on how the cards are being played. Either way this will be a
+1
Jealo:
We already have it but we simply never play it.
Runes: So i think that this is probably the worst map out of these 8 so far. Even this map looks very nice and has a theme which i also like. But it is a very small map. Altough military area is smaller than this map (i think). It is basically going to ruin a lot of rounds because falling off the map is incredibly easy to do which kills anyone when they fall down (exept for hale since it does 500 damage). Many people would most likely ragequit because of that massive inconvenience.
Now normally i like to have launchpads since they let people get across the map quicker (like bianco hills) however i think that this will basically be overkill since there are in both spawns 2 launchpads. It can be abused by hale to get to the other spawn point almost instantly to kill unsuspecting reds or pyros using m2 once to deal 500 damage since there is very little space to walk on. I just dont think that this map was designed for VSH and more of a PvP situtation.
-1
Croc Lab: Last map in this list. I really like the way it was made. The map is really beautiful to look at which lets you forget the negatives of this map. The Ammo and heath packs are for the most part spread nicely across the map (maybe a bit too many). It is of decent size which automatically balances the teams a bit more. Camping classes have some nice spots to choose from with none of them being broken. But while i think that the map looks very decent. I think it is properly balanced.
Snipers can see almost everything unhindered with one large area that requires the hale to superjump 2 times depending on the situation. And one thing which i find a negative in this map is these jumppads. The only way to quickly get to a different elevation is by using these jumpads. But when using these your movement ceases other than upwards and therefore can be abused by people for goombas very easily (much like crevice. However with crevice there is just enough movement to dodge these goombas). And the probably least occurring but also biggest problem is that in these "kill areas" where the crocodiles are swimming, that you'll take 1000 damage when falling in there. The problem with that is that you dont get teleported out of there and are basically stuck slowly taking tons of damage while also being simultaneously being shot at.
-1
So in short all summarized, the only maps i want to have added are Rooftops and Drejun. The other maps will simply be either too broken or unbalanced