You could already start a few aspects of level design, since designing a good level for Red Orchestra is best done with proper design and research.
Things you can already start out to do:
- Look for proper scenario's, a compelling story, a few photgraphs, whatever tickles you.
- Find out where and when this story or photographs were taken.
- Research you map thouroughly: find photo's, look for websites on the region, the city, find simular architecture, read about the local culture, climate and history, VERY important!
Places dont just exist suddenly, they grow
- Plan you map (in your head on paper, what ever works), collect your basic reference material for the map in a seperate directory for easy reference (buildings, fences, streetlights, interiors, vegetation, landscape)
-Block out you basic layout using only terrain and bsp (I usually start with a grid texture on everything)
Up to this stage you should be fine. For the rest I'd wait for RO:O's new art assets, since everything that is preserved from the MOD art is relocated by us anyway after optiumizing and reworking UV's and textures)