Well the best thing to strive for is a balance between simplicity and complexity. Even then, such concepts aren&#039;t tied to just to the layout alone, but encompass the overall concept of the map as well. If taking layout into consideration, you get on one end of the spectrum zdmap01 and bpctf map26 while map32 of zdbsides (congestive issues) and mionic&#039;s maps from last year occupy the other end. As for concepts, the difference can be seen between map31 and old map32 (32/24-7 map27).<br /><br />Maps such as smartctf 01 and 32/24-4 map13 are examples of the balance of both layout and concept. In addition, both maps produce great IDL matches despite first impressions. I can recall when many players shat on smctf01, including myself, and map13 (which still occurs). However, I think such reaction was in response to the maps not being straightforward in the spirit of maps such as 31.<br /><br />My point is that you do not have to limit yourself to either simplicity or complexity based on some perceived consensus. Of course, you can choose to go the route of either extreme and produce something really great or something really terrible. There is no single correct way to make a CTF map. It is also worth noting that the goal of the contest is to create maps that have the possibility to create great games in the IDL. Everything else comes second.<br /><br />Edit: 1 of the winners from last year is on its way out of the wad. That says a lot about simplicity...and last year&#039;s board. 