The document discusses level design for competitive and casual multiplayer gameplay. It defines competitive as professional tournaments and casual as recreational play. It explores the properties of some of the greatest multiplayer maps like their open environments, iconic themes, and focus on core mechanics. It also examines how competitive maps differ through more complex interior spaces and focus on tactics. The goal is to create "Holy Grail" maps that can satisfy both casual and competitive players through intermediate complexity, readability, and allowing for multiple strategic options. The document outlines the author's work designing levels for Paladins based on principles like strategic variety and centered on core mechanics. It discusses testing maps and getting feedback to better understand player needs and how to design levels that serve both casual and