This map was inspired by Conquest, although it plays a little differently. Like in Conquest, both teams rush the center for control of the territories. But in this map, the territories lock after capture, and are only available one by one. Attention Deficit uses timed map events to keep players focused on one territory at a time.
Players start in room one. They have one minute to fight over this territory before they are allowed to advance. Buried shield doors mark the area of the territory. Grav lifts behind shield doors keep players in this room. If the territory is captured before players are allowed to advance, they can still fight for control of the power weapons.
After one minute has passed, players start spawning in room two. This area is much larger, and contains more powerful weapons and grenades. Players can still go back into room one to capture the territory if it is still contested.
After another minute has passed, players start spawning in room three. This room contains the final territory. Like before, players can backtrack to capture the earlier territories. Players still in room two or room one can use the stairs that spawn so that they can reach the third room.
The Progression gametype consists of three rounds of three minutes each. It is a Land Grab variant with 20 second capture times. Players start with an SMG and no grenades. Respawn times are set to 5 seconds, with advanced respawn settings of invulnerability and good camo for one second after spawning. This is to offset spawn camping.
This map utilizes timed object spawns to control where players can go. For example, players start the game in a room where the exits are blocked by grav lifts behind shield doors. When it's time, fusion coils drop on the grav lifts and set off an explosion, destroying the grav lifts and allowing players to walk through the shield doors.
Also, there are areas where respawn points are blocked by objects until they are needed. Barrels, fusion coils, and pallets are placed on top of the respawn points, and are destroyed by falling fusion coils when it is the right time. That opens up the respawn points to allow players to spawn there. Then when players are supposed to progress past the area, other objects spawn on top of the respawn points to block them again.
This map can support anywhere from 1v1 to 6v6. But the sweet spot is 3v3 or 4v4.