Gave up on the helix concept. Playing around with a CTF map since that's what I'm most familiar with. I started with Trubine's basic layout, especially since the re-art pass seems to have been abandoned (no updates since April) but I've been modifying it heavily. Under each team's spawn room I placed a passageway that leads into the intel room, but also has a side room with full ammo crates to encourage enemy engies to set up a forward base. The room is somewhat defensible, so it forces the defenders to make sure the room isn't invaded and the idea is to make turtling harder to do. At some point I noticed all my lower level passageways went around a central area. I came up with the idea of making this room that will have abundant windows on all four sides but cannot itself be entered. Hence, if you pay attention, you can see if the enemy is trying to get into the aforementioned forward deployment room. Eventually I might make the room accessible. I'm still in the draft phase and not intending on staying any closer to Turbine's layout than say, double cross is to 2fort (you can sense the two are cut from the same cloth, but they are very different maps). Has anyone ever done this sort of thing - having a large room outside the combat zone that has a reason to be watched (to see through it to other combat zones)? Or is this a gimmick and should I just make the room accessible? What about a conditional opening - say, if total player count > 16 open the center room (to give more space for more players)?