I will also post my thoughts for each entry, so that you realise why I gave my vote to...
1) Evil Redneck
To be completely honest, this was more of a map to be played, than a terraining show-off piece. It feels magical, not surreal, which is the difference most contestants didn't realise. Sure it has some incoherent stuff bunched up together into one map, but all together didn't match. A natural setting with wisps, sea = a night elven place. The rest, e.g. floating books, a bed with ZzzZ, when its owner is standing, didn't infuse surreal elements to the whole set.
2) chilla_killa
I expected more from you, to be honest. The whole setting reminds us of a 2d game, rather than a surreal scenery. It hits a monotone look of brown and the whole surrealism derrives from a bunch of floating cubes. I was checking once every while, to see you updating it, but you didn't change a thing, even when you saw some good quality entries around. Your terrain lacks variation and you are overusing a model, when other contestants are also using it (the blocks), but they added way more elements to represent the theme of the concept.
3) OffGraphic
The whole "electricity" of the terrain strikes from an icey scenery and four undead torch-type structure. The whole set seems to be caged within the boundaries of Warcraft III's environment concept, which limited your imagination too much. The terrain piece doesn't seem to contain any surreal elements.
4) eMo2LoVe
A good alternative for Mario's adventures. Cubes in a dark background that make them look like self-illuminating doesn't actually assign surrealism to them. The placement seems to be rather unorganized, Z-wise, the models seem to have a variation, but X- & Y-wise, you are creating a dull pattern, as if you are creating walkable areas in a map.
Finally, the result seems to be a modern electronic poster and doesn't seem to bear the melancholy a surreal piece has.
5) The_Olorin
The central area of the map contains a colorful floor, a big tree in the middle, a snowing effect and a fireplace = Christmas time. The next room is consisted of a village, nothing surreal at all. The next room is consisted of a bunch of lightnings that they create a really intense differenentiation with the rest scenery, making it feel like the terrain is split into three different worlds. The other room is consisted of a scenery that looks like the birthplace of a fairy and the final room is hosting the portal to hell.
I admit you have put a lot of work into it, but the execution was a desperate placement of random effects, which didn't induce me to tally it with the theme of the contest.
6) laserdude
Another map to be played. Just because you had to make the terrain piece playable, it doesn't mean that you would have to make it concept-wise as well.
You are using the Blizzard trees and cliffs, a huge con, repeatedly told by terrainers in the Terraining section. The only thing I liked is the waterfall running from the portal, as if it's running out of a different dimension. Another thing I liked are the ships floating above a chaotic area, but the execution was poor and you needed custom models to make a better representation.
I heavily dislike the fact that you are drawing areas with different concepts for each of them.
7) De.Facto
Beautiful clock you got there, but again, magical, not surreal. Your actual identity in terrain seems to be really smothered. The use of those crystal models is something we've already seen by you and I am sure everyone defined your modding skills through the Arcadia mod, but just because one recipe leads you to winning a contest, it doesn't mean that you won't try something different. I was a bit disappointed that you once again, heavily based the terrain off the same ol' crystals. If you throw the crystals away, there is nothing left, that's my point.
8) -Kobas-
Beautiful, but many flaws within. The set reminds me of Megafyr's winning terrain shot, in the Apocalypse contest. Your terrain definitely touches the definition of surrealism, but still, it doesn't exactly unify with it.
You were too busy placing the doodads, that you forgot the most important thing: tile variation. Currently, your terrain is consisted of a single tile.
The big well is really beautiful, but the purple sfx creates a flashing effect, which doesn't match with your terrain. Generally, beautiful, a ruined scenery with magical effects layering it up. What you lacked was variation.
9) johannesr
A melee map, disguised in a terraining activity. It also echoes a really unfinished feeling. Doesn't seem to pay off.
10) Oziris
Another sumbission that uses the ice model to such an extent. The mini-town you've engulfed within the block of ice is interesting, but it doesn't contribute to the surreal event of the submission. The area with the multiple colors for the ice blocks seems to be a disco floor. The only place I see fitting with the theme is the sun, centered in that blocks' square; no matter how warm its rays are, they don't seem to melt that ice. The candles are a great touch, but I can't avoid thinking of Harry Potter. There are generally many flaws, but I admit it has enough surreal elements; if only you didn't shroud your whole scenery into ice..
11) Raven0
Best terrain. Your concept was amazing, your execution was amazing, your terrain piece sends out vibes of melancholy, it's just great. Congratulations.
My vote goes for Raven0.
Note for every contestant: Anything floating doesn't automatically render it a surreal piece. All of you heavily based yourself either on playability or floating stuff. The contest didn't have variation among the entries and most encountered lack of imagination.