As we have already seen, DA is all about continual, flowing movement through the environment. We have managed to tailor the environment to uninterrupted slides and dives, but what about the greater picture? The very layout of a map should allow our action heroes to continually run, dive and slide without hitting a wall or a dead end and having to recalibrate their path. My favourite way of ensuring this is to plan our map in terms of:
Overlapping circles of travel
When planning a map (which is something that needs to take place before starting) you should take into account the greater travel paths of our intrepid heroes. A simple way to think of this for now is three circles overlapping, like a ven diagram:

