Attack-Defense Routing
Generally A/D routing approaches can be split into two categories: those with a root node responsible for traffic shaping and SNAT, and those with multiple routers that handle a fraction of the total network load.
Star/Tree Topology
Tree routing is by far the simpler and more popular variety, which is demonstrated by its use in all of the well-known A/D gameservers, such as MarkusBauer/saarctf-gameserver, enowars/EnoEngine, fausecteam/ctf-gameserver and their derivatives. Having a single traffic-shaping node means all game logic can be configured and stored in a single place. Additionally, any live changes to the game network (such as network open) can take place by applying rules to a single machine without having to worry about synchronization between routers.
Mesh Networking
Mesh networking is generally more complicated, but lends itself to scenarios where per-machine bandwidth and/or compute resources are limited, such that the entire game traffic cannot be processed on a single node.
Another upside of mesh networking is that for cloud-hosted CTFs, a DoS attack can only impact the teams associated with their router, since this is the only public-facing element of the game network that a team will be aware of (the scoreboard can be accessible through the game network and as such would not be affected by DoS'ing the public IP). If the router-mapping is N-to-N, which is practical for small CTFs, this allows direct attribution of attacks against the infrastructure.