as you can see from the overhead thumbnail, the map is a basic circle. (i have removed a few pieces so you can see inside of the playable area. the map is contained.) but the main idea for the map was a ctf map, in a straight line. you can flank, but i wanted the map to a be a large bottleneck. but you need the option. there are decent lines of sight, but you cannot see base to base. and there is a fair amount of cover to help pushing forward.. as the higher ground overlooking the bases will be heavily contested. there is a viewing gallery on this position. access to said gallery is by a lift only, no other access. and you have to corss half the map to get there. with 2 drop chutes back into the secondary corridor. this is as there shouldnt be a lot of bullets up there to make it a powerful camping spot. meaning shoot your guns and get out again. but could help sway the flow of the map. i have placed sniper on the high ground between the bases. rockets below the gallery. both with 90 second spawn times. do i need to place weapons with the ordnance drops and loadouts? im not too sure there is a need... i havent used oddball on this map, as i feel the gallery is too easy to hold. but most other gametypes should be ok. most of the prefab buildings are used for spawn rooms only. spawn, out of sight, get straight back into fight. there is a tiny corridor (seperate of main area) between the 2 bases for quick cross map runs, but i imagine it will mean a quick death as there is nowhere to hide and the corridors prefabs are used as a facade to make it appear as though there is more to the level than there actually is. i dont imagine ctf is to everyones liking. i havent playtested yet, but imagine is pretty unforgiving. thanks for looking.