Gameplay
can be slow, tactical, and methodical on small maps in Red Orchestra... others have stated this before and I agree--I'm not at all convinced that the maps are to blame for faster, more mindless gameplay. Take Bocklin. A terrible map in many respects, no offense to its makers, but the close-quarters fighting could be remarkably slow at times. Why? There was no need to rush for anything. You could take your time, pin down an enemy, consolidate a defense, plan a methodical push on the Garage or Warehouse.:IS2:
Instead, I maintain that it's the gameplay that is at fault. Harsh lockdown timing forces you to rush for every objective head-on. That's what prevents flanking, creative strategy, methodical progress. You can't flank the No Man's Land and enfilade the Germans behind the stone wall on Commissar's because after taking South Commissar's House, you have mere minutes to take the open ground.
True--lockdown is a MAP setting, to be sure, but it relates more towards gameplay than level design.
On open maps without lockdown or with generous lockdown timers--Barracks, Fallen Fighters, Spartanovka, and Pavlov's House, I've seen far more innovative tactics being used. Flanking through the pheripheral buildings on Barracks to take the Infirmary, Mess Hall, or Admin building is a common sight now. The Germans, while they still lose often on Pavlov's, are coming up with creative tactics that often catch the Soviets off guard and push them to the brink of defeat.
Secondly, gameplay changes increasing sway, decreasing zoom, etc... will make players more capzone-oriented. Players in Ostfront learned quickly on maps like Kryukovo that spawning as a Soviet and sniping at the Germans on the hill was fairly useless--because making a kill at that range was extremely difficult, and by the time you managed to pick off one German, three spawn waves would already have reinforced them. It was far more beneficial to push forward, toss grenades into the cap, taking the Germans on from close range. Not so in RO2--obtaining torso shots on a target at 150m is fairly easy, so snipe away... who cares about cap zones?
Automatic weapons. Even just three Mkbs on Apartments and Station are absolutely devastating. No need to say more here.
Apartments, perhaps, cannot be saved. The other maps? Once the new year rolls around and the first gameplay-oriented patches start arriving, I anticipate that gameplay on those beautiful, real-world-based maps will become far more intellectual.:IS2:
Finally, people are starting to figure out the maps. Fallen Fighters is starting to be a real contest. Germans are putting up more of a fight on Pavlov's. Remember--classic Ostfront maps were around for YEARS allowing people to master them. RO2's maps have only been around for... four months. I'll just say my hopes are high!
I also see nothing wrong with the setting of Stalingrad. The steppes of the Ukraine and the blasted plains around Kursk have their particular brand of romance--and the bloody sewers and shattered ruins of Stalingrad have theirs. Once the gameplay is perfected, close quarters fighting will have the level of nail-biting tension and grueling intensity that a game set in Stalingrad needs.