Just a rule of a thumb on 5cp or greater maps, the further you push, the more you must scavenge (realistically) for health and ammo without an engineer, in the game is balanced both ways, and also do not forget that any other spawn outside the base should not have a resupply locker, unless you intend to allow players back into the room; this also guides your level design, however a counter example is for 5cp_well in which the spawns inside the team buildings regardless have lockers, which are weird in a forward push way as the second push has no way back in.