Quote from lynxI also find it easier to do it with dev textures and then nodraw the non visible areas afterwards. Any tips about size, timings etc? my maps always end up too big or too small/ too open or too wide.
I guess that's something you have to feel, or playtest your map and normally people will complain about these things so you can change it in the next iteration.
If i'm not sure about a width or size of a corridor, I have a look at the official maps and the corridor size they use. Next to that I think about what purpose this corridor has.
Is it a chokepoint? Or a path to rotate? Do I need many people passing by at the same time? (like the spawn area on inferno , I hate the blockfest) and so on.
I think it's just a lot of common sense and feel. Then the "visuals" of the map have to follow these constraints, not the way around.