AEon wrote:You will need to back up those words... about "rules" and "old" and "proven"... but from the CTF maps I am guessing... keep the "damn map flat"

I knew I'd stir up some folks

.
No, actually I'm not at all against verticality. It's a cool aspect of a map.
I was rather talking about the flagstand in regards to the number of entrances to the flagroom itself and, honestly, I like the maps best, when in the middle everything meets on one floor or at least in a constant line of sight.
That last version I was commenting on had the flag on the platform inside the glasshouse, which had only one entrance. And then there was only one JP to reach the flag, a slow one. A 180° JP. That was just too much for my taste, too hard for the offense. Q3ctf2 more or less has that 180° JP but the flagroom has 6 entrances on two levels. That makes for the balance on that map which still is one of my favourites.
Now, with the flag on the bridge, that's a totally different thing. That could be really cool. It's pretty tough to defend though, as Pat noted. So, you really might want to consider boiling the action in the middle down to one ore two levels with a good overview and have it less chaotic as is, less stairs and vaster. There's not really a perimeter in that map, so the defense has to have the chance to slug the runner in the middle. Also, don't include routes that bypass the central middle-atrium, for the same reason, imo.
Didn't mean to sound like a smartass with my first post

. Got the wrong words.