If you want to know exactly why I decided to place any particular item the way I did, or if you just want to see where all the spawn points are or something, check out the stuff below. There is an overhead image colored to show each section's purpose, and an outline I wrote for myself while trying to better understand how the map should play.
Teleports are
LIGHT BLUE
Weapons/Health are
WHITE
Armor is
ORANGE
Ammo is
YELLOW
Player Spawns are
PINK
General Purpose/Armor:
The
YELLOW SECTION is where 75% of the action takes places. It is a large, flat surface that makes up the entire middle level of the map. There are three subsections: Two large square atria, one east and one west, connected to each other by a double hallway, and a southern roundabout hallway that connects the two after a slight detour. I'm going to want two standard weapons opposing each other in either atrium. The south hallway will succeed the west atrium more naturally than the east. A YA should be enough to get the western player's attention.
The
GREEN SECTION actually covers two totally distinct areas (the bridge and the lower dead end) but serves the same purpose in both; they will contain the strongest items. The lower dead end is by far the weakest position in the map. People will only go there for something big. The bridge is the only real vantage point in the map. Players will probably go up here to camp. It can be reached by either the east or the west atrium and is a major pipeline between the two. There should be something here to battle over right in the middle of the bridge to emphasize the competition between opposing atria. An RA, being the strongest armor, feels like the answer.
The
RED SECTION is the rest of the lower floor of the map. It can be reached from above by the west atrium's teleport destination, and from jumping down off the east atrium's ledges. It's very weak from a positional standpoint. Any time you have the lowest point of an open map around the perimeter, it's going to be the weakest area. Then again, it does have some advantages. It has some solid cover and players won't be paying as much attention to it as the other easily visible areas. This is what makes me think it will be a good recovery area. I want an MH right in the northeast corner, which is the second weakest point in the map.
Weapons:
The
YELLOW SECTION is a good place for the basic weapons (RL and SG). I think the RL should be in the west atrium because it's a stronger weapon and can make up for the west atrium's slight isolation. The wraparound doesn't need a weapon since it already has a YA. At the foot of the west atrium's teleporter should lie a GL, which will be effective from the destination platform and to use against players chasing up the stairs from behind.
The
RED SECTION should have a PG close to the west atrium to counter the RG which is closer to the east atrium. Western players should be able to flood the tight choke points with plasma cells and do a decent job of confusing a player with the RG.
The
GREEN SECTION will have the RG in the dead end. This means the most powerful item in the map will also be in the weakest position. Players will grab the RG and then move to the nearby teleport to quickly get back to the
YELLOW SECTION.
Health:
The
YELLOW SECTION should have a solid amount of health in each atrium. Not enough to fully recover though. About 75 health for each atrium seems right. The south hallway doesn't really need health as it doesn't see much action and it has the YA there.
The
RED SECTION, being the recovery area, will have easily accessible and low-risk health. Since there is already an MH there, it doesn't need as much as other recovery areas. Still, two or three 25s should sell it.
The
GREEN SECTION shouldn't really have health because it's made for players looking to expand, not recover.
Ammo:
The
RED SECTION will be visited by players will all kinds of weapons. I'm definitely going to want some rockets down there, since the RL is on the other side of the map. Maybe some plasma would be good too, to increase spamming against the RG. SG doesn't need ammo as much because of the slow rate of fire and its close proximity to the area. MG ammo is a good choice for any recovery area. So definitely rockets and bullets, and maybe cells depending on what I do with the other areas.
The
YELLOW SECTION should have ammo for every weapon, even one pack of slugs for the RG I think. RG ammo should be as far away from the RG as possible while still making sense, e.g. near or on the stairway to the west atrium teleporter. The west atrium should also have some cells to counter the RG, shells because of the distance to the SG, and MG ammo. The west atrium's destination platform should have a pack of 'nades to encourage spamming after picking up the GL. The east atrium should have some rockets, and MG ammo. The south hallway should have some rockets, as players will progress here often after picking up the RL.
The
GREEN SECTION doesn't seem like it needs any ammo. Perhaps some shells would be a good idea in the dead end area.
Spawn Points:
The
RED SECTION should definitely have a couple of spawns since it's a recovery area.
The
YELLOW SECTION should also have a few spawns in each atrium that are somewhat protected. Maybe each atrium can have one spawn just outside in the south hallway.
The
GREEN SECTION doesn't really need spawns on the bridge since there are no weapons - just armor.
Indicators:
Don't really need indicators by the RG since it's such a risk anyway. Maybe some 5 healths by the RA on the bridge. Also some 5 healths in the south YA hallway.