The map design has an "evil genius" theme. In typical maps, there are colored enemy buildings on opposite sides of the two enemies. Enemy buildings have a complex set of pathways that the player must go through to reach the objectives. These buildings are often concealed within various other constructed objects in between. Between each enemy side, maps are usually separated by a neutrally themed space. The bases hide exaggerated super weapons such as laser cannons, nuclear warheads, and missile launch facilities, taking the role of objectives. The maps are designed to have little visual clutter and have a theme, as well as have enough careful attention to effective visual design while still allowing enemies to be spotted more easily. This is achieved by using "impressionist modeling". The textures used in-game are based on photos that are filtered and improved by hand, making them look visually appealing and giving "Team Fortress 2" its distinct look. The bases are designed to let players immediately know where they are. RED bases use warm colors (e.g. red), natural materials, and angular shapes (e.g. circles). On the other hand, BLU bases use cool colors (e.g. blue), industrial materials, and orthogonal shapes (e.g. squares).