I like to look and analyse things, sometimes I like to write down my thoughts on those things in an incoherent manner. Here are some things I wrote about TF2 map design. Check it out if you like the subject and maybe if you liked it tell and I it may inspire me to speed up the rate I write these at. (Or tell me in a vexatious manner how wrong I am about something as well if you like, discussion is fun.) First up is something I wrote a few months ago. It discusses and looks at spawn design in KOTH maps in TF2. Now before you go and read it you should know that I am pretty hard on Harvest and Suijin in this. If that sounds like something you may disagree with and feel strongly about the design of those maps, maybe give this a skip. Or better yet read it and then argue your points with me (in a civil manner of course). That said both Harvest and Suijin are very well made maps and Suijin is, in my opinion of course, the best produced map in the game. And anything bad I say about them is not meant to be an attack against the makers of those maps (although I acknowledge that it indirectly will be and I apologize for that.) Not put off yet? Surprising. KOTH Spawn Design in TF2 KOTH not really your thing? How about Payload? Here is a semi-abstract analysis on Badwater's design PL Design Analysis, Part I - Badwater Future parts of PL Design Analysis coming to a Dropbox near you, Valve Time. As a final note I didn't really write these with the intention of sharing them publicly so some mistakes in grammar or structure will be present definitely. But I decided that they may prove useful to some other people other there and figured why not. Just ignore my writing ability please.