Minor and major are terms that relate to the space available for players to exit, not how much they are used. This relates to the amount of damage a player recieves through concentrated spam, and the ground space available for said exit to exist. This was discussed later in the article by defining the main route as the shortest and most dangerous path to the objective. The exit size can be considered unrelated to a player's choice of path, a choice that is dictated by the scenario's topographical design and players class. The door size is a matter of map balance. What you are considering is the terminology of "primary and secondary" to determine a doors significance, this would have the correct context. A designation that relates to player use and importance rather than it's physical appearence and balance. Which is what you seem to be talking about, and not what i have discussed here.
Having few small exits increases the defencive capabilities of Red and prevents the map from progressing due to concentrated fire and subsequent spawn camping (IE bad, IE the exact gameplay mechanic Valve chose to remove from TFC>TF2 by omitting grenades and increasing the number of spawn exits in the port). Making one exit larger is one way of preventing the concentrated fire effect, as is including an additional smaller exit somewhere else. This is what we call balance by choosing between them, and was the basic discussion you seemed to mis-interpret. we can mix up numerous combinations of -many minor-, -few majors-, or -few minors and a major- exit. As long as there is that choice a map will progress beyond this part smoothly. What i have discussed is the freedom of Blu to exit their spawn and how this is achieved through varying designs, whilst considering how too many exits dilute player population and too few saturates them.
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Secondly i am aware that in the second image you mention the exit is visually "2 minor exits" how ever they exit at the same place and pointing out this seperation is rather pedantic, because: Choosing which of the two exits you exit from means little in the way of tactical choice. Both are vulnerable from the same sniper 'alley', the same sentry nests, the same ambushes and the same counter attacks, and exit on the same ground from the same wall (with the exception of a counter attack aimed at flanking the one way door). This is what constitutes a combined exit.
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Thirdly, you didn't seem to assimilate the disclaimer. This is a template, not a comprehensive tutorial on how to build your A/D map. The discussion was generalised to prevent people copying existing maps and increase the variety of approaches to this template. There was no need to create a stage by stage analysis, only for taking key points. I did however originally start off with a stage by stage analysis, and you can see perhaps discussions i have omitted from the coloured arrows i have not expanded on in the related annotations. Such discussions were ultimately either irrelavent or reitterations and later culled for focus.
Having few small exits increases the defencive capabilities of Red and prevents the map from progressing due to concentrated fire and subsequent spawn camping (IE bad, IE the exact gameplay mechanic Valve chose to remove from TFC>TF2 by omitting grenades and increasing the number of spawn exits in the port). Making one exit larger is one way of preventing the concentrated fire effect, as is including an additional smaller exit somewhere else. This is what we call balance by choosing between them, and was the basic discussion you seemed to mis-interpret. we can mix up numerous combinations of -many minor-, -few majors-, or -few minors and a major- exit. As long as there is that choice a map will progress beyond this part smoothly. What i have discussed is the freedom of Blu to exit their spawn and how this is achieved through varying designs, whilst considering how too many exits dilute player population and too few saturates them.
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Secondly i am aware that in the second image you mention the exit is visually "2 minor exits" how ever they exit at the same place and pointing out this seperation is rather pedantic, because: Choosing which of the two exits you exit from means little in the way of tactical choice. Both are vulnerable from the same sniper 'alley', the same sentry nests, the same ambushes and the same counter attacks, and exit on the same ground from the same wall (with the exception of a counter attack aimed at flanking the one way door). This is what constitutes a combined exit.
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Thirdly, you didn't seem to assimilate the disclaimer. This is a template, not a comprehensive tutorial on how to build your A/D map. The discussion was generalised to prevent people copying existing maps and increase the variety of approaches to this template. There was no need to create a stage by stage analysis, only for taking key points. I did however originally start off with a stage by stage analysis, and you can see perhaps discussions i have omitted from the coloured arrows i have not expanded on in the related annotations. Such discussions were ultimately either irrelavent or reitterations and later culled for focus.
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