Ok, so first thing first, here's a cool design document from Kim Dahlgren for pl_vanishingpoint.
http://www.kimd.se/files/Kim.Dahlgren.Design.Document.PL-VaninishingPoint.pdf
http://www.kimd.se/pl_vanishingpoint.html
I'm going to be honest with you, you will not impress a lot of people with what you have at the moment, imo you're focusing on the wrong thing at that current stage of dev.
- You're not defining what makes a good ctf map at any moment in your design document, that's a mistake because you should state at the very beginning what you're aiming for, ctf is not the best gamemode for tf2, and i'm pretty sure it can be improved, how will you do this, give you a goal.
- While you already have choose the theme, which is a good thing, you should not be so fixed with your references, you're describing way too much how this will be and how this will look etc, and it shows it in your layout. Working with reference is a great thing, but references are mostly there to inspire, your layout will gain in quality if you try to make a good piece of level design and not just a good looking area. Keep the reference, but don't say where it will be.
- Also ditch that spatial Arrangement, it's way too detailled for now, who care where the candy store is ? I do, but not there. You have to understand that making a map is not only focused on art, see that has something with two opposite which are level design and art, and when you start a layout you want to be at the middle, you have to consider both sides, and asking you that question, if i'm focusing too much on one side, does it prevent me to make something great on the other side ? Is a candy store going to play well , can I put some great gameplay elements in a candy store ? I'm afraid you can't, especially for tf2. (Candy store or whatever, you get the point)
- And it leads to the biggest issue there imo, the layout. I'm sorry but you will not impress anyone with such a layout, and if it's for a review, you're aiming too low. Take a look at some maps, like ctf_doublecross, here's a good article for you http://www.nodraw.net/2010/01/interview-iikka/ , now look at your layout, it's way too simple, and your over-detailled structure is killing it even more. C'mon dude there's a lot more you can do than squares. Makes some angles, something circular, do something in your map that will look just amazing. Imo that's the only thing you should care now, you have to think about a great idea in your map that will make it instantly recognizable, and work around that. A circular middle is probably a great thing to start with, I have something like that in mind.
Take a look at arena_nucleus by example, see how they managed to work around a central element, it's amazing and that's what you should be aiming for, you should not focus on where the candy store will be, it's out of place and fundamentally limiting.
Koth_roundhouse use a great instance system that could inspire you.
Ok, I think you get the point, now what should you do ?
- Define your goal, define your deadlines, how many assets can you do for this ? Do you have enough time to do everything ?
- Define what makes a good ctf map, know what are the issue with the actual ctf maps and how are you going to fix them with your map.
- Sketch some great elements that will make your map stand out, how will you impress the people who are judging you ?
- Do it.
You don't have to define where will be the ammo, you don't have to define where will be the sightline, you don't have to define where will be the candy store, these things occurs during the procces, you will have to iterate your map, don't waste your time now.
Now I completly get that you have to show a design document, and the best way is to show the devlopment of the map, explain what problem you faced and how you fixed it, show the thing that worked and didn't and explain why.
A good structure for your document could be
- Introduction
- Context of the game
- Explanation about TF²'s design/artsyle/gamemode
- Explain the actual ctf maps and their problems, show what works and what don't, explain their structure, understand what is making a ctf map a ctf map.
- Define your goals, how to make ctf better than it is atm, your deadlines, the amount of custom content you will be able to do, give some references.
- What is the central element of your map, the thing that will stand out ? Landmarks ?
- Some sketches for your central idea, some sketches of mall elements which can create a good gameplay
- A page for every version of your map, with datas, good things and bad things, how you will fix the problems and how to make the map better, that's the biggest part of the job, it's a journey and people will enjoy reading that if there is a good presentation (people love charts). The more version you have the more you can slide to the art process, make some overpaints, think about the colors, make some rough models. Don't forget the map optimisation !
- Start your texturing, define the colours you will use, explain how you will lead the players with colour guidance.
- Lighting pass, same about player guidance, read that article from Magnaaaaarrrr Jennnnnnsseeeenn http://magnarj.net/article_funclight.html
- Model pass.
- Conclusion.
- Appendix.
That's a basic idea about how I would do it.
Some articles that can help you :
http://magnarj.net/article_workflow.html
http://www.nodraw.net/2010/06/tf2-what-your-map-is-missing/
http://www.nodraw.net/2010/08/tf2-density-of-detailing/
https://www.mapcore.org/articles/development/making-agency-the-popular-csgo-map-r62/
https://www.mapcore.org/articles/interviews/working-as-a-level-designer-in-the-games-industry-r67/
Hope it helps and I wish you the best of luck