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Small hectic maps always make this more chaotic and by extension more fun. It should never take long to go to people on the other side of the map, so it won't cost too much on the bomb time. Think the golden number of players for this mode is 5, so size the map after that.
You'll not want an indoor map, or an open map that has big buildings surrounding you. It is mainly because you will want to be able to see the explosions on their full scale.
Not big buildings or corridors, just small rubble/misc things (such as cars or small walls). This is because you will want to make it close-quater despite the map being open-air. Also no one likes doing that full power throw, only to miss a player and have to run across the map because no obstacles are there to bounce the ball back.
Here's some things that aren't important, but often make it a bit better:
Not too much, if it's too much then if you throw the ball after a person up there and it misses, it will fly way too far away. Just like a single floor or two higher. This is because it is always fun to be able to see all the action from above, especially the explosions
Don't make the map too linear, you'll want to be able to run around, and running away from 'it' only to run to the other end of the map and have no other route to keep running is not all that good. Remember to keep it small too.
Everyone likes detailed maps.
Here's some good examples of maps I think are great for this mode:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=294357995
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=294363438
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=181162317
RE the spawnpoint comment, how far does this spawn point recognition go? does it count info_player_start? info_player_deathmatch? info_player_rebel/combine? the counter-strike terrorist/counter-terrorist spawn entities?