It feels bad to tell you to do things like we do them just because it's the way we do them, but.. Well, the standard TF2maps procedure of map development/feedback is pretty convenient. We can't really give any good feedback based on verbal descriptions, and continually adjusting your blueprints is not worth a lot without some playtesting to back up your thinking. So I'll just describe the procedure and you can make of that what you will:
- Plan the basics of the layout on paper, taking into account things like optimization and flow.
- Build a complete and working alpha version; Use blocky architecture with dev textures and no detailing, but make sure the map is fully sealed, all the basic entities (map timer, objectives, doors) are working properly and that all areas are sufficiently lit. Name the file mapname_a1 (for example: koth_viaduct_a1), to signify that it's a first alpha.
- Make a thread in the Map Workshop (not Mapping Discussion) section for your map. Provide some screenshots that show the layout of key areas and one overhead screenshot of the whole map. Also, provide a download link to the map file so others can download and test the map. Hopefully some people will give feedback based on those screenshots, and if you're really lucky someone will take the time to download and test the whole map and give in-depth criticism.
- If people point out huge, unambiguous errors at this stage, you can go straight to working on the next version. If people think the map looks ok or you don't get any feedback at all, you should get it entered in one of the regularly scheduled gamedays.
- Attend the gameday and see how the map plays. Based on what you see and the feedback you receive, you will find out that a bunch of stuff needs changing.
- Change everything that needs changing, rename the file to mapname_a2, and edit your map thread accordingly.
- Rinse and repeat, repeatedly.
- If, in a strange distant future of radioactive cars and intergalactic sex robots, people stop finding grievous flaws in the layout, you can start detailing the map. Rename the file mapname_b1 and put in stuff like proper texture work, cosmetic props, cosmetic architectural details, soundscapes etc.
- Repeat the earlier stages, but with people complaining about mismatched textures instead of sightlines.
- Rinse and repeat until map is finished. I think. All that is known about the legendary 'finished map' is rumors and fragments, shrouded in myth and lost to the mist of time.
I'm.. I'm not being very encouraging, am I?