Hi
This is the Level Design FAQ page I know, but I would like to throw in some suggestions from a players point of view for the map/level designers out there. (didnt want to start a whole new thread for this.)
In my opinion, the maps with interactive environments and dual cap styles are always the best. Kessel is a good example of interactive environments with the destroyable walls and doors. Maps like Kharkov(sp?) with the road blocks n such, are great fun. Then, you have maps like Karlovka which are great with the dual cap styles, for example having to blow the road blocks and then cap the bridge and farm in a traditional way. If you could combine these features in a creative, outside of the box way, we might have ourselves a really interesting battleground.
I could think of a scenario where there is a power relay/transformer in a town that isnt an objective, but it's destroyable. If you destroy it (which is your choice to do so or not) it has an affect on the map, like maybe, cutting out the lights in a factory/repair shop that
is an objective, therefore making it harder to see the enemy enter, and making it harder for the attacker to see the defender. (or even just kill the lights along a street, allowing easier movement). Or something to that effect.
On a combined arms map, you could make say, 3-4 routes through a villiage (like Ruekzug) and have one of the buildings walls destroyable so that the debris falls out into the street, blocking off that route from tanks (though not an objective). Little things like that for you to interact with the environment, that then have an effect on the playing field, making it easier/harder for the defending/attacking team. Of course, keep the gameplay/flow simple enough, but with complex interactive environments, and mixed cap styles. Straight up traditional capping is good if the flow of the map is right, ala Koitos, but that can get really boring in a hurry.
Also..... static usable mortars added to the mix would bring even another dimension to the fun
masasa, the way you described the unmanned vehicles respawning with the players might not work, because if I jump out of my Half-Track for a few seconds with the intention of jumping back in.... turn around and *POOF* my ride is gone. You see what I mean.... but I do like your idea of larger more open maps. Arad and, believe it or not, Perekop are a couple of my faves, they just need more transportation for the footsies. (part of that is more responsible use of people movers by the players. Just one guy moving out in a truck isnt exactly using the truck to its full potential. I'm guilty of this.)