What makes an A/D layout good?

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Self-explanatory. I want discussion, ideas, new things coming out of this thread guys!
 
Mar 23, 2010
1,872
1,696
look at works in valve maps i guess??

It is very important to see where red and blu will meet at any given time (spawn-wise) and that is all i remember.
 

tyler

aa
Sep 11, 2013
5,102
4,621
If there were cookie cutter pieces of maps we could talk about and reuse because they work well, I imagine level design would be a lot easier
 

xzzy

aa
Jan 30, 2010
815
531
Once you discover that map design in TF2 is all about carefully managing stalemates, you'll learn that the "fun quantity" is entirely dependent on how unique you can make the geometry while giving each class the capability to do their job well.

There's really no special rules for A/D that don't apply to other game modes.

Give players a place to fight over for 2-4 minutes, resolve the situation, and motivate them to move to the next area.