- A standard square factory floor. Gangways, cranes and high spots in general, making it about 3 stories high. But the basic action is on the lowest floor.
- Rather big game area.
- Simple design that makes the map easy to learn.
- Objective & Respawning ( read more further down ).
An inspirational picture:

The objective: "Battle wave"
Each team starts with a number of respawn areas ( 3-4 each? ). You can take control of these respawn areas ( by triggers or other as of yet unspecified mechanism ), making your team respawn there instead of the enemy. The winner is the team that takes control of all respawn areas ( or all but one? ) or the one that controls the most areas at round end. The status screen is updated to indicate what areas are taken by what team... and maby some "Scouting style" colored lights in the respawn areas to indicate the owning team.
I HATE respawning. However: I have come to realize that this is because of the fact that most respawning maps use respawning badly.
I want the map to work equally good for all weapon types. Maby giving the ledges and cranes to the snipers without giving them the opportunity to "over snipe" the ground level, where closer combat will occurr.
So, is this a good idea? Or has it been done to death already?
