Well if a map is just two spawn points and an objective in the middle over a flat floor, you will still see people win or lose that objective.
I think SD are a bit over analytical now with some of these maps. Maybe they just need to stick to the “story” of what’s happening and come up with stuff that fits that world or story.
The maps in R6 SIEGE for example are designed in a way that is more about “What would an actual house look like?”… Some of the recent design choices on DB feel more like course decisions for American Ninja Warrior.
Instead, for example, they can think about what a Terminal would look like in the near future setting of DB… what kind of rooms, areas of interest can be used from real life Terminals and re-arranged to work as game levels.
Right now the only part that says “terminal” about Terminal is the last part… the first part now is like… Generator Room Battle.