Week 10 · lesson

Map-Control Plan Lab

This lab converts spatial reasoning into a team artifact. You do not need a live game client. Use a blank arena, field, or lane diagram and treat it like a competitive map.

Build the Scenario

Draw or choose a simple map with two starting areas, one central objective, two routes, and at least one risky zone. Label the routes clearly. Add one place where a player can gather information and one place where a player is exposed.

Team Plan

Write a short plan with four parts:

  1. opening route
  2. objective priority
  3. information rule
  4. fallback condition

Example: "Open through the covered route and stop at the information point. If we confirm the opponent has committed to the far side, rotate to the short route and take the objective. If we cannot confirm location, hold position and do not chase."

Inspect a Completed Plan

This sample uses a fictional map. It is a model for the level of detail, not a plan every team should copy.

Plan partCompleted exampleWhy it is usable
Opening routeTake the covered north route; the support player pauses at the lookout.It names a route and an information job.
Objective priorityTake the center objective only after the lookout reports the far route clear.The condition prevents a blind commitment.
Information ruleThe lookout reports location or says "unknown" before anyone crosses the center.Unknown information is treated differently from clear information.
Fallback conditionIf an opponent appears at center before confirmation, return to the north cover and regroup.The team has a specific response instead of a blame statement.

Stress Test

Now test the plan against two problems:

  • One teammate moves too early.
  • The opponent appears in an unexpected location.

For each problem, write the correction. The correction should change the plan, not blame a teammate.

Submit

Your final artifact should include the diagram, the four-part plan, and two stress-test corrections.

Quality Bar

A strong lab submission makes the next action obvious. A weak submission describes general hopes like "play smart" or "communicate better." Replace those with specific route, timing, information, and fallback language.