[quote author=Ladna link=topic=260.msg2329#msg2329 date=1282344031]To me, it&#039;s not about removing defensive camp points and SSG spawns, it&#039;s about giving the runner different options to attack, and middle different ways to control the flow of the game.[/quote]<br /><br />Yes, that is what I prefer as well in a map.&nbsp; The reason I included 3431 as becoming a grind is because it&#039;s so brain dead.&nbsp; Just like you said there aren&#039;t many options, it just comes down to brute force often.&nbsp; A good counter example is ZDCTF map03, the MasterBowl map this season.&nbsp; Slow defense games can happen there as can chaotic flag stand offs.&nbsp; That map has lots of various choke points but O there has a lot of options and can double back, hide, get health/armor, RL, etc On 3431 you can&#039;t hide, there is only one route unless you make it to the tele and if you do go to the tele everyone knows it.<br /><br />I like stand offs I&#039;ll admit but I&#039;m not a fan of them happening constantly.&nbsp; I also don&#039;t like maps with wide open areas or a million SSG spawns near the flag.&nbsp;  I guess you could say some of my preference for offensive maps is just giving the O lots of options.&nbsp; Only having one way in and out of a flag room sucks or anyone other singular choke point if it&#039;s too easy to defend.&nbsp; Personally I think the Smart CTF maps are designed how I like maps.<br /><br />By flag action I mean the flag should get picked up and actually go somewhere but usually end up returned.&nbsp; Again ZDCTF map03 and map18 are great examples of this.&nbsp; The flag there often gets stopped from leaving the flag room but it also has a tendency to get out and actually go somewhere before getting returned.&nbsp; For the record I really dislike ZDCTF map19 in 3v3 for 4v4 it is better.