Hey everyone! I'm currently designing a 3 point AD style map with roman aspects, and I just wanna check if theoretically that is okay. I'm basically just brain storming here & I came up with some sketches for the 3 CPs; alongside the types of spawn buildings. Feel free to voice your own ideas/advice/critiques! The overall design is a Roman Town; where the Blus are trying to invade & capture a roman church. (I'm fleshing out how to keep the map story consistent with Tf2's but overall I'm sticking with a Greco-Roman architect style). The progression is a simple Point A, Point B, and Point C; in which, the players cap A then B and finally C. ^-- https://imgur.com/gallery/Lszxg8R The spawn rooms are themed like this: CP 1: Blu: Start thru a Barn/farm area & makes way to Aquaduct Red: Spawn either a barracks i.e Whiterun's gate barracks (ESV) CP 2: Blu: spawn closer to CP 1 (Maybe a guard tower/merchant building?) Red: Stay in Barracks or move back Cp 3: Blu: Stays the same Red: Spawn in the church-behind the cross The map, I think, would transistion scenery like so: Farm Area -> Cp1: Aquaduct Archway -> Town setting --> Cp2: Market Square --> Church entrance --> Cp3: Large Church Interior Here are my basic questions/ideas & feel free to input your thoughts on any of them c: 1.) Conceptually would a 3 point work/be a good idea? My main fears are that AD meta is a 2 point system works because it is short & quick; and I'm afraid a 3 point AD map would be either too long or become tedious for the players after capturing point 2. 2.) How large would you recommend a 3 point AD map generally be? Should it be just a tad larger than a 2 CP A/D map or be larger/longer i.e around length of Badwater's 2nd to last point. 3.) In a farm setting, how would avoid a flat plane? The idea of the map was to start outside by a rural farm area (i.e Church behind walls & beyond the walls is the farm land). But I can't see a way to intergrate a wheat field area/ farm land without it lacking height variance (I mean farms are kinda designed to be flat). Any ideas? I thinking of maybe having the wheat fields be the background prop; while, Blus just spawn by a farmhouse/barn & merely traverse a hill to get to the Aquaduct CP. 4.) In a town map setting, how would suggest to organize the area? I'd like to keep the town setting controlled/dense to avoid confusion-- meaning streets/alleys, but how I avoid spammy choke points/ sightlines? Any suggestions or maps I could reference of a town/market-esque map setting? 5.) For a A/D map-- How should the push/hold mechanic be designed for the last point? Basically how hard or how much of an advantage should the Reds have? or should Blus get an advantage? Usually; would that mean giving Reds the high ground or keep the level relatively equal for sides with minor variations? 6.) For a last point interior-- How much space is needed? The church can definitely be like a cathedral size; but I'm struggling to figure out how big the last CP should be & what I need to accommodate. Overall I'd like it to: have open space to run around (Probably have Pews be disorganized/ pushed to the edges of the church with a few being used as cover). Some degree of sticky/rocket jumping potential Find a balance of openness/cover (Most cathedrals are like ovals & kinda wondering how to avoid sightlines). Thank you so much for taking the time to read this post & even more thanks if you decided to voice your own opinion!