Attack/Defend CPs cp_Malaria: a 3-stage Attack/Defend, the first two are 2 point, a-la Dustbowl and similar, while the third is 3-point. The setup is a RED mining encampment accidentally digging into an old, abandoned BLU base, with a RED fort somewhere nearby. There is no permament lighting right outside BLU spawn, with the lighting there is being either dim hazard lights, or point lighting facing AWAY from the spawn. First cap is a building in a canyon (which BLU can either head straight down into the dark lower floor, lit by a bug zapper and other exterior lights), or into a side room upstairs on the lower, right side of the canyon. Heading to the second control point is a large warehouse building, the point on the top. There's defensive fortifications for each team in the large area around this building. Following a mine to the side, BLU can get on RED's walkway. Second stage is the path to RED's fortress, the first point is on dock- like structure for a building near BLU spawn (which was RED's 1st round spawn, there are two exits for BLU). There is a path for BLU scouts on the right that requires careful jumping, which lets the scout easily get on the roof of the building. 4th point has not been designed at all yet, I have no ideas yet. 3rd round deals with BLU attacking the RED fort, Gravelpit-style. Points A and B are mirrors of each other more or less, albeit, with differing layouts of mobile cover (crates, barrels, and other last-minute fortifications by RED). In both rooms, RED has a narrow catwalk near the ceiling that they can defend from, though there is little cover up here that's not the catwalk itself. Point C is kind of similar to both Junction's C, and Mann Manor/Mountainlab's C. BLU gets to turn the tables on RED by attacking from above, but RED has numerous sentry locations that will require different attack angles to get at to make the point safe to approach. Overall, round three is Junction inspired, but more spacious. Throughout the whole map, there is a mine track, that not only provides alternate avenues for BLU's approach (if dangerous in some of the tunnels it goes through, should RED decide to patrol there), but also provides a simple avenue to adapt the map to Payload (with significant rebalancing, of course). 5CPs cp_Riptide: A 5CP based around a beach. Points 2 and 4 are submerged, albeit in shallow water (still drownable, but not so deep that the bots would get stuck, especially since the entrance is a slope rather than a pit). Point 3 is a relatively open area on a sandbar. Points 1 and 5 are a fortified "bunker" (as much as a single wall, with 2 smaller walls along the side can be called a bunker). This one is still in very early concept, as I have no real plans beyond the points themselves. There'd need to be a lot of things to come up with to break sightlines. ctf_Blitzkrieg: A football ctf (where in you bring the flag to the enemy base, instead of steal from it) characterized by a long open stretch running along most the map. The defensive positioning is, instead, along the side of this stretch. Once reaching the enemy base, there is a turn to the side, and then a u-turn back around to the intelligence, giving a suitable last-line of defense. koth_Karst: KotH map focused around a raised, two-level platform (the upper floor is open, like the balcony above points 2 and 4 in Gullywash, except all the way around). The platform is above a shallow lake, which completely bisects the map. There are various mountainous areas around the point, and two buildings on each side. The goal is for decent coverage of the point, without any one spot being able to hit everywhere on either the opposite team's end, nor every part of the capture zone. Various bridges round out the map for easy maneuvering. Overall, it's a slightly more spacious Viaduct and Nucleus analogue, but less of a no man's land without a very coordinated team. tc_Crag: A Territory Control map is always kind of difficult to explain. It's essentially a map that could easily work as a Gravelpit-style Attack/Defend (if a bit too big for that) mirrored on itself. So, instead of the completely different areas of Hydro (which is hard to balance) we have 3 areas that there are duplicates of. There is a crag that most of the rounds will cross, with only two non-final point matchups not dealing with it. Medieval ctf_2Broch: A field with 2 palisades staring each other down, each in front of a large Broch (Scottish medieval tower). Each team spawns in their fort, and tries to return the intelligence from their opponent's fort to their own fort. With each capture, the enemy intelligence moves to a further back, and more fortified position, while they still capture by bringing the opponents' back to their fort. pl_Bacchanalia: A Medieval Payload most comparable to Goldrush and Upward. Often, BLU's cart pushers will have the lowground, giving RED's snipers free reign if not dealt with. BLU can, of course, get up to RED in most of these situations (only the final castle having very difficult to reach areas for BLU). In Medieval tradition, it is single stage, but in this one, there are 4 points. Other I'm only talking about my alternate modes that bots should be able to handle here. Dominion (do_): but I'm sure it's around by another name. Basically, it's just a multi-capture point equivalent of KotH. I'm not sure the ideal count, but I like the idea of 2, 4, 6 and 9. These maps would be prefixed with do_ (to differentiate it from Death Match). Conquest (cq_): An alternative 5CP, where the middle 3 points are active at the same time, a team's final point can only be captured when the opposing team controls ALL the middle points. This could easily be expanded to a series of 1:2:3:2:1, but I'd worry about fatigue there (maybe 1:2:2:1 or 2:3:2, or even 1:2:2:2:1). Of course, Points 2-4 start neutral as the standard, but some experimentation could be in order later on. do_Industry: Easy to do with the 4 and 6 point versions of Dominion, Industry has two buildings across from each other, both equal distance from either spawn. Each point will be indoors, with heavy inspiration from cp_Well and cp_Coldfront. cq_Lumbermill: Inspired by Sawmill (of course), this is in the 1:3:1 format. It had a central building, where point 3 is very much thematically similar to Sawmill's point. Points 2 and 4 are both an equal distance from both spawns, one lower than central point, and one higher. I picture the high point to be a hilltop overlooking a valley and the central building, where the lowpoint is down a cliff from the building, (perhaps with the potential to rain fired down on it from above). In 5CP fashion, CP's 1 and 5 capture quick, and are shielded more from the owner than the attacker. Potatotic Ideas: Reverse PL (rpl_): A single PL map, where BLU brings the cart to their base, as opposed to pushing it to RED's. Most likely, this will involve RED getting surrounded on their defences, which will require some out-maneuvering on their part. Many entrances for EACH team are a must at every major area along the path. Modes that will kill the bots. Reverse PLR (rplr_): Actually, relatively normal as far as PLR design goes, once a team gets their footing, they are far more likely to win the round, so rounds are quick and brutal.