NOT my entry for the Summer contest! (I don't actually have one) Looking back at my past failures, I noticed three big mistakes I was making: 1. I never planned ahead (or simply didn't do it enough), instead just making it all up as I went along. 2. I never did enough research, so the maps ended up having weird dimensions and maps/map sections were either too easy or too difficult to defend/attack. Also rooms tended to not be defined very well. 3. My layouts sucked donkeys' bollocks, although this could be due to mistake #1. With this new project, which for now I'll call "koth_jeremy", I intend to make a map that will a. actually play well and b. at least reach beta stage. I'll also try not to rely too much on props to break up sightlines. -- Jeremy (working title) is a King of the Hill map in which I will incorporate every class in its layout and gameplay. This includes: Wide open areas for medium-long-range classes Tight spaces for close-range classes Adequate, not overpowered sniper spots Hiding spots and ambush zones for pyros and spies Ideal but exploitable sentry positions No added sugar Any feedback is greatly appreciated.