I’m a fan of domination type games and I have a particular appreciation for maps that have 5 capture points rather than 2. So I illustrated an idea for a map design. Some of the particulars are just to get an idea down and the picture I made is very simple.
First I will explain the diagram (legend provided in pic as well)-
Straight black lines are intended to be stronger for long range weapons, but still some cover should be available so its not too easy for a sniper or someone camping at one end to tear everything down. Curved black lines are meant to break longer lines of sight up making a sniper/long ranged loadout less powerful. Capture points should have limited cover available. There should be cover at each capture point but only enough for one person to utilize it well and it wouldn’t be very protective from each direction. The spawn points have a mounted MG to help prevent spawn camping but they cannot effectively hit the capture point closest to it. The spawn points also have 3 exits, all which have some form of a 1 war barrier so players can exit the spawn but not invade it.
Essentially its a half square and half circle map with spawn points at both sides. The spawn points are at the top and bottom. Controlling capture point C will require strong long range capability. Conversely, capture point B will require strong mid/close range capability. Teams will most likely pursue at least one of these side points because they’ll require 3 capture points held to hold a definitive advantage.
The center capture point A will be the most contested and hardest to hold since enemies can come from the most directions. But the reward is that they can strike out from that position to any capture point on the map.
As you can see there are many side passages and routes to mix things up. Patrolling the inner streets/alleys will be smart to help predict where the enemy is going to attack or to block off vulnerabilities to your teammates holding the capture point safe. The inner paths are more narrow than the outer streets. Some of the inner paths could cut through buildings or go underground briefly. Mastering these inner paths to launch a coordinated attack against an entrenched enemy will be vital to turning a losing match into a win.
One idea I am toying with is that there are two forward spawn points near B + C that are activated as long as you hold those corresponding points. But I am not sure if that would make holding them too easy so I am not including them at this point in my diagram.
Please note the map is meant to be largely symmetric. The left and right sides are asymmetric but the top and bottom are meant to be largely mirrored with some minor differences but mostly aesthetic. If there is a road/pathway missing, which I think I spotted one, that destroys the symmetry, imagine it is there 
What are your thoughts?
