Just thought I should let people know, I have been in contact with id and Syncerror said he'd like to get both my duel maps into QL. There isn't anything definate yet though. I am working on them still, but what I really want is to get them into QL for play testing. Since thats going to take a while, I have time to make another map, and I want to do a 4v4 TDM one.

So, this is like a research post really, I want to know what the main things are people are looking for in a new TDM map.

eg:
What are some major dos and don'ts for a TDM map?
What are the best TDM maps I can look at for inspiration?
Is there anything lacking from current TDM maps which you would like to see?

Also what is the basic flow of a TDM map and what kind of areas are necessary? I.e. how much help do I give to the losing team?

I think that quad should be accessible from both sides of the map and put the person grabbing it in a difficult situation. Is that right? Or is there more to it than that?

What do people think about the connections, eg in the map Retribution, each room is connected by an L or S shape. This can lower the r_speeds quite a lot ( =better performance). So in turn the map can be prettier. But it makes it harder to move around since there are more, and longer choke points, and it also makes the map larger/slower etc. But perhaps more strategic.

Final thing is, how do teams like to play a map - do you want it so the teams have to spread out to get control, or can control from a focal point? Or sort of a mix between both?

Sorry for the TL;DR post, and I know the questions are very noob. But I want to get as much good info as possible from the ground up. So I might think I know the answers to all my questions, but I don't want to get some stupid basic thing wrong :P

Thanks for reading and I look forward to hearing peoples ideas :)

Edit: links to my duel maps:
Delirium: http://www.esreality.com/index.php?a=post&id=1973510
Bst2 (working name): http://www.esreality.com/?a=post&id=2000185