I like open grounds. Like dat map. you shoot in a corner when no one is looking, then everyone blames each other. Also maps with small props, or big ones that are physics props are good, cause I get to use the poltergeist Ammo? pfft I'm one of those bitches who instead of looking for ammo, just buys a gun from the pointshop that holds your ammo type, then drain the ammo.
If you spawn in the barn with a traitor, you're fucked. Your body will never be found. It's kind of funny, actually.
Having a gimmick seems to work well on some maps. Never forget to add a goofy thing in the map (Like the radio in nipper house)
A few T traps If any tester, an easy to use single-person one that is breakable Plenty of guns 3 T traps* Plenty of ammo Plenty of T rooom entrances Small props like baskets so me and @Qaaap can prop surf * 3 because some people like lots, some like none.
No ladders Not too big Not too small Desent amount of ammo T-rooms are hard to acces Not too open map Doesnt look like shit
The map should consist of small rooms and hallways. Everything should be easily reachable and findable. The map should not have a campy traitor room. I will now elaborate on thiese three points. For example: Dolls and teenroom are not good maps. 90% of the map is air. Traitors have a hard time because they can mostly just snipe players and you always know where the shots are coming from. Maps with smaller rooms or hallways (I'm thinking innocentmotel) are better. In those maps, you can lure people into secluded rooms and kill them. Of course, you also don't want really tiny hallways like in whitehouse. Easily reachable and findable means this: If you are a detective or a traitor with a radar, and you see a blip somewhere, it shouldn't take a genius to figure out how to get there. With complicated maps, it can. Instead of being able to go towards the blip and then finding the guy you are looking for, you might run into a situation where you think, "Oh, well, I guess I should have turned left somewhere ten minutes ago to get to that part of the map". Again, innocentmotel is pretty good at this. The map should not have a campy traitor room. Imagine a map with a place that many people want to go to. Let's say...a tester. And now imagine if the only way to get to that tester without destroying the tester itself is through a room that any traitor can lock up and use to drown people infinite times. Obviously, many people will stay in the traitor room and just camp there for a while, while the innocents don't want to go to the tester. This is just an example. It would be ridiculous if such a map actually existed, and if it did, people wouldn't vote for it constantly, right? HahahahahahahahahaIHAUHAHS)ASH)AHHSAPSDKPAFKPAFJPOFAJ
Easy to navigate. This is why Rats Kitchen, Skycraft (Minecraft), and Rivercliff are my least favorite maps. Dolls is sorta like this, but I just avoid the higher areas. I mean, what's with the dead-end tiny ledges? If maps like Innocent Motel, Terrortrain, and other small maps can work with a full server, then complicated giant maps are unnecessary. I don't feel like being called to DNA and spending ten minutes trying to figure out how to get there.
Maps with traps and places that I can dart into after mowing down an inno. motel is a good example: I can just shoot down 1-3 innos and then dart into one of the rooms and relocate before shooting another bunch.