copied from my post at marko’s forums:
If you want your map taken seriously in competition, here’s some guidelines:
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Map should be offensively biased, this is especially important for stopwatch mode. Defensively biased maps end up causing 3 hour stopwatch tournaments, which arent much fun. Three maps are hated in tournaments because of strong defensive bias: battery, fueldump, goldrush.
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Nobody uses covertops in competition. Alternate routes should be able to use dynamite or non-covertops method. Don’t use teamdoors as the only alternate routes.
Example of bad design: battery -
Maps should have more than 1 main path / chokepoint to the objective(s), but less than 3.

Example of good design: radar, oasis
Example of bad design: goldrush (this could have been fixed if there was a path to the balcony in the vault room) -
Map geometry is more important than eye candy. A beautiful map is no good if it’s no fun to play.
Example of bad design: montezuma’s revenge -
Avoid huge maps. Nobody likes running around 5 minutes to a chokepoint only to get gunned down, spend 30 seconds in limbo, repeat…
Ideal maps would have travel time of less than 30 seconds from spawnpoints to enter the action. -
Avoid large open areas. Try to keep pvs areas small to medium sized. Large pvs areas are bad for bandwidth. Break up large open areas with hills/mountains/buildings.

