The original design was a mix of inspiration between a $ sign, the Foursquare level design process, and the Team Fortress 2 map CP_Well. The original design brought a 5-Control Point map with a 'sloped' progression curve - The center control point provides an engagement point and smoother access to the fourth point. Each team's 5th point lies outside their base, allowing me to play with respawn timer variables and 'time to point' variables. With this, I began with intentions that teams that won battles would progress with map control, but teams that lost would progress with higher amounts of health, ammo and defense opportunities.

Eventually, after initial feedback and testing, the first and fifth control points were moved further back to allow easier times to defend.

The final design added desperately needed flank routes and underground routes. This allowed Pyros and Spies to thrive, each which were necessary to counter snipers and campers. These became the final release changes, while other designs and choices were scrapped for playability and lack of use.

