I've been looking into maps like pl_swiftwater, and I've noticed that many of the gameplay spaces it features are quite large, yet it obviously makes use of them well. When I design a map, I end up not adding 'enough' partially out of the fear that much of the map will turn into a wasted mess, and I feel that a Payload map I'm designing right now might become chokey. My question is, how can I design around and through TF2's emphasis on mobility while not ending up with an overscaled and unsatisfying experience? (BTW, I've posted screenshots for my Payload map in question here, if you're interested) Thanks, Kube P.S. Sorry for the broad question, but it's something I've been thinking about for a while, and I feel that now would be the time to ask.