quake type weapons focus on mobility and dodging instead of mobility and cover (which was tier+tactical's schtick)
the best way to go about things is to make sure your walkways are wide, there are many alternate paths and routes, and transfer between these routes is a function of either rocket jumping or falling down onto the target route
never make a route transfer or passage too small for players to dodge a weapon. at the very smallest, make sure that the passage is 24x24, which is roughly the size of a warhead launcher explosion (which means that a warhead launcher would be undodgeable in this passage, but that's an acknowledged risk of taking the passage; compare to the passage rendering any explosive undodgeable, which means that going into the passage would be stupid dangerous one half of the time instead of one twenty-seventh)
in addition make sure these routes end in 'basins'. these are open areas that often connect to many routes and are large open battlegrounds that typically end up being the centers of activity in most maps
note that most map activity will take place on route intersections and basins. make sure there's enough room for many people at both locations