TF2 Map Theory: Common Design Patterns in Payload (and Attack/Defend!)

Aug 26, 2016
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If we observe many successful Payload and Attack/Defend maps, similar design patterns start to emerge. There is variation, but many of these principles are present in maps in at least some form.

In this thread, we'll analyze various Payload maps, identifying these patterns and why they work.

Starting with Snowycoast's B point, I'll go over each part in depth, starting with the most important:

snowycoast B.png


The Corner Hold is the core area of Red's defensive hold. A corner provides natural cover, but what makes a hold like this strong are a clearly defined "Face of Action" and "Face of Retreat".

The Face of Action is the primary direction of focus for red, giving view of the main choke and major flanks. Splitting Red's focus in too many opposing directions makes it difficult for Red to be prepared for Blue pushes.

The Face of Retreat is a safe path of retreat that allows Red to fall back when needed, and possibly retaliate afterwards to regain lost ground. Importantly, notice that none of Blue's flanks "cut off" the path of retreat. Red does not, and should not, expect enemies to come from this direction.

Together, the face of Action and Retreat create an area that Red can rely on. A limited direction on the faces of action, paired with the rest facing either retreat, or a literal wall. Good defensive holds avoid having faces of action that are in opposite directions, and they don't allow blue flanks to cut off the face of retreat.



The Lobby is the core area of Blue's offensive pushes. On the opposite side of the corner, the lobby is well protected, allowing Blue to group up and coordinate their attack.

From the Lobby are several routes of attack. While these paths may exit far apart at varied angles, it is important that their entrances are close together. This promotes quick rotations and prevents under use.

These two benefits ensure varied options are available and accessible to blue. Furthermore, the Lobby has its own "Face of Retreat". An entrance that is too far violates this face of retreat, because an entrance that is too far is underused, and an entrance that is underused is unguarded, potentially providing an uncontested route to Blue's back line for Red.



The Main Choke is the shortest and most direct route to an objective, often the cart path. This is where Red's defensive hold focuses most of its attention, and the location of major sightlines.

A "Flank" is an additional route that provides an alternate angle to contest the objective. As discussed earlier, a flank does not simply go "behind" the enemy's hold (that would violate the face of retreat). Furthermore, flanks are not just for Blue. They are two way streets - Red uses them as well.

A Minor Flank tends to be smaller, with limited, or even no access for Red.

But a Major Flank is larger and accessible by both teams. It's separation from the the main choke and defensive hold creates an alternative area for Red players to hold.
The major flank gives something for both Red and Blue flank classes to fight over. If you've ever wondered what Blue Pyros and Scouts do in the face of constant spam or sentries in the main choke, its fight over areas like these.
A common trope is for "Major Flanks" to be across the sightline, or main choke, which further encourages a division of duties, with flank classes guarding it, rather than the main combo.

The number and size of flanks varies greatly between maps, sometimes blending between major and minor. But a common practice is to have three routes: The Main Choke, and two flanks, one major and one minor.



The last common design point, and not always present, is the Static Spawn. Meaning, a spawn (for Red) that does not move (for at least one point).

Consider the following: A Red Spawn that starts behind A but in front of B. As A is being capped, late spawners on Red either fruitlessly lose their life pushing a point that is already lost, or they awkwardly walk in the opposite direction, wasting time as they retreat to their next defensive hold.
Alternatively, a Red Spawn that starts behind B initially may add to Red's walk time for A, but it also places Red players in position to set up defenses on B before A has even been capped.

In this way, static, or less frequently moving spawns, help prevent rolls by allowing Red to be in a ready position to defend the next point, and in way that is more natural than forced respawns or gates/closed doors.

Payload Maps often use the same Red Spawn for every two points, while Attack/Defend often use the same one for all. Both might use shortcuts to make up some of the difference and shorten walk times.

(Bonus Points, static spawns are more intuitive and a boon to Red teleporters)



And now, a collection of various PL (and one AD!) maps with these components highlighted:

Badwater D.png


Badwater has all the classics. A static spawn C, D, and a shortcut for A, B.

On D, there is a lobby with three routes, all immediately next to each other. One is a major choke, and the other two, Major flanks.
Both flanks have accessible drop down routes for Red, encouraging Red to use them and fight back.

The face of action/retreat on Red's hold can be hard to define, since its so large and with so many places Red can stand.
However, Red does always have the back side (opposite the map room) and lower spawn to retreat to.



Upward B.png


Upward, static spawn for A/B
Corner hold right behind, well, a corner. A quite large main choke, a small window flank, and the "major" flank on the cliffside. The flank is across the main choke sightline from Red's defensive hold.

There is, of course, more to B than just this back hold, potentially usable by Red as a forward hold.



Upward D.png


Another static spawn for C/D (with shortcut for C)

The flank on this point is sort of one large "super flank" with multiple entrances.



Barnblitz B.png


The quite notorious Barnblitz B still follows some of the same principles.

No static spawn, but it has a defensive hold around a corner, with safe path of retreat not cut off by any of Blue's routes.
A lobby leading to multiple nearby routes.

Barnblitz's Flanks are quite small, with little area to fight over, blue quite easily takes control of all of it, and at that point, there is nothing left to do but run into sentries.



barnblitz D.png


A static spawn for C/D

A main Choke, and two flanks. The locker room tends to go underused by Blue, which I attribute to it being noticeable farther than the other options.



Borneo B.png


Also static spawn for A/B and C/D

Rather than have multiple flanks, Borneo B has one large flank that offers numerous angles of attack. The flank is across the main choke sightline from Red's defensive hold.



Gorge B.png


Possibility the best example of A/D maps.

A static spawn for A/B.

B has a main choke and two flanks, all easily accessible from one lobby location.

Red has a corner hold with a face of retreat that can't be cut off by any of Blue's routes. (Unless they go through the control point area, as opposed to a route that go around it entirely).



In summary:
  • Give Red a defensive hold that can focus main routes on one side, with safe paths of retreat on the other.
  • Give Blue multiple routes of approach, with entrances that all converge close together.
  • Have one "Main Choke" as the most direct route to the objective, and contains major sightlines.
  • Have at least one "Major Flank" that is large enough to be fought over and accessible by both teams.
  • Do not allow side routes to go behind either team and "cut off" a path of retreat.
  • Use less frequently changing spawns for Red.
  • Variations are welcome and common.
 

atone

L1: Registered
Jul 31, 2023
6
1
this is a really great guide by the way the points you made about positioning flanks and the faces of retreat and action are phenomenal