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How a Map Gets Made

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The first step of any map-making process at Valve starts with figuring out what the TF2 community would most like to play. The idea for "Gorge", for instance, came from a brainstorming session to see if we could develop an alternative to the standard Attack/Defense map. The competitive community typically avoids Attack/Defense maps for several reasons, one of which is their potentially long time limits. We thought that was an interesting variable to dig into - could we develop a shorter-form Attack/Defense map? The community overall had also been asking us to make more five-point CP maps, so we thought there was an opportunity to try out a short Attack/Defense map that could then be turned into a five-point CP map via mirroring down the road.

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