This space was inspired by the Design hall in the Arts and Architecture building on my school campus (UIC). This map is heavily geared towards CQC engagements, strafing, and player placement, while providing avenues for mid range engagement. The flag is placed on the ground floor in order to counter typical player behavior to play from the high ground, requiring both floor and elevation control in order to decimate the opposition and secure the win. There are multiple locations where the ground and second floors are able to interact including firing lanes, nade bounces, ground pounding, and the ability to traverse from the ground upwards in an attempt to flank your enemy. The archway and pillar based structures create a plethora of firing lanes and dead spots when fighting across the two distinct portions of the map, requiring players to constantly be on their toes and always ready to make quick moves to secure the win when given the short window to do so. Do not underestimate your enemy even when they are outnumbered, they have more options than meets the eye.