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Either a basic drawing of the floorpan of the map including measurements or easier, compile the map, no clip out of the map upwards untill the entire map fits int the view, and make a top down screenshot of it, or do it i nthe editor ,might be even better.

Layout is basically a floorplan, how and what directing people move in a map.

If your layout doesn't work well for the game, it might ruin the playability of your map.

Since hl2dm is less objective based like games of cs the most improtant aspect to keep in mind is people get lost easily if you don't provide them with good clues as to where they are , and keep the layout simple enough so they're not struglling to get through an endless maze of hallways etc.

Also in deathmatch play dead ends are lethal, if you get trapped in a dead end you're doomed, unless ofcourse you have it there for a purpose (maybe a hard way to get a powerfull item or weapon.

It's imo essential to have agood layout ,it doesn't have to stick to the base layouts people talk about (in cs stuff like a fogure 8 shaped floorplan comes to midn for easy balanced game play) but it has to run ok.

It will also save alot of time redoing it if you test how the layout runs thought tthe map i nan early stage of development, before the stuff you are doing now, since redoing the layout / making changes takes alot of effort if the areas have already been optimized.

Anyways, for a beginner (like i am myself before anyone makes any assuptions or whatever :P) it's not expect your map plays like a professionally built map ,but it's a nice concept to bear in mind on future projects, or if you have alot of free time and are verry patient, on this project. :)

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