My first map, just getting started on its development. The basic idea of the map is fairly simple: there's the RED side and the BLU side, and a road in the middle. This road is undercut by a series of drainage ditches, which are in fact a cleverly disguised series of trenches and bunkers. There are five capture points- the road itself, two forward buildings, and two main buildings (a la Granary). The two main respawn rooms are underground and have two exits- one leads backwards into the main building and the second leading up to the forward building. Capturing the center point opens up the second exit. Capturing the opposing forward building gets you new respawn rooms that open up into the trenches. I'm attempting to set up the entire map with the idea of certain areas favoring certain classes. The main buildings, forward buildings, and two towers per side all feature Sniper decks, although the towers trade better angles of fire for less protection and no health ups. Two bunkers per side give Heavies and Soldiers excellent positions for raking open ground, including the center point. These also feature 100% health ups and ammo. The trenches themselves are ideal for Pyros and Demomen, as well as featuring some useful locations for Engineers to drop Sentries in. Winding tunnel systems will allow Spies to pop out behind enemy lines. Trench heights will be set up so that double/rocket/grenade jumping or a convenient Dispenser or Sentry Gun are necessary to climb out. Scouts will be able to navigate the map much faster than anyone else, although they will have to rely on speed to survive. I'm figuring health and ammo will be smaller the closer you get to the center. Forward spawn rooms will be in pairs, on opposite sides of the trenches, while the main spawn room will have two exits into the main building and at least one into the forward building. That way camping is more difficult to pull off. I'm debating how to handle water; I want there to be water on the map, but I don't want to have 42 HU water throughout the trenches. That would basically eliminate afterburn and limit Pyro effectiveness in an area where they should excel. For details, I'm going to have a parking lot and drainage pond flanking each building. I'm debating having the road turn off at the CP, making a four-way intersection that terminates in a loop between the main and forward buildings. That would look good but might affect map balance. Just having a road is fairly out there for TF2 maps as it is. In any case, that's the map so far. I'll edit this as I do more work and figure out how to accomplish all these ideas. Edit: Completely revised the landscape, and started work on prep for the displacements, water, and buildings. A lot to go, but based on the reactions of people whom I've talked to about this, I'm either working on a masterpiece or the biggest fiasco since the piloted bomb.