Some tips on map design:
-no T-traps in chokes/main highways of the map (looking at you, lost temple)
-No weird shit (ttt_dog cannon)
-No massive sightlines (literally every map maker's 1st map)
- it's good to vary QQ and slightly large sightlines (ex. indoor/outdoor)
-Size (important)
- Make it large enough for 32 player support
- PLEASE PLEASE look up guides for proper optimization for rendering/object placement, they're super easy and it saves people a ton of grief
- Don't place weapons ON spawnpoints (fucks with loadout plugins)
-Make enough ammo drops for 32 players (spread them out across the map)
-Make a T-tester, it makes games more dynamic
- dont make it a choke point
-Exploding barrels: 1-3 MAX (for fuck's sake)
-Lighting
- please no areas too dark unless it's a map function
-Don't add scripted things or map functions that damages players beyond their control. It's frustrating and takes away from the game. (Lost temple drop-down random fall damage)
-Add dynamic and interesting T-functions to mix up gameplay (spending credits to turn off lights for 30 seconds, etc.)
-Don't steal other peoples' ideas without credit
-Don't make an area that allows a ton of innos to cluster up and stall the game (basically dont make it impossible for Ts to get a kill unnoticed
-branching pathways and intersections are always good to isolate players but allow map mobility
-other shit I cant think of right now
If I personally have made a few, but only released 1 so far (in my signature). I'm just a map design enthusiast and notice problems with a lot of popular maps that people ignore
because they are bandwagoning little shits for the meme.