Below is an image that shows the CURRENT and IDEAL map flow, based on distance as time.
What this image demonstrates is the imblanaced distance from the objectives, lack of defendable space from the objective towards the attackers spawn and side objectives that are simply not worth the effort in most cases… Obviously this is just an overview of the problem and is not exact case for some objectives. What you will find however is that the majority do fit the pattern of the “CURRENT” labled image.
The spawn timers also play a part in this also…
While it is true that ATTACKERS do wait longer then DEFENDERS to spawn. That time difference is often not only negated but totally reversed…
EXAMPLE
ATTACKERS = 20sec
DEFENDERS = 25sec
Distance for ATTACKERS = 12sec
Distance for DEFENDERS = 5sec
In this case the DEFENDERS still end up 2 seconds better off when it comes to getting back into the fight.
This is often negated by tweaking spawn times for each team based on the current objective.
Now, due to the fact that SD have already mentioned that they are looking into SET spawn times for both ATTACKERS and DEFENDERS regardless of map or objective. From now on maps will need to be deisgned taking Distance as Time into consideration.
Following the IDEAL setup the time it takes both teams to get into the fight should be around equal… To negate the over effectiveness of a first push I propose that the DEFENDERS get a 3-5 second initial spawn advantage to allow them to position and ready for the fight.
It is important that once an objective has been started that the ATTACKERS have the option to push forward to defend the objective from infront rather then having to fight at the objective. If this option is given at each objective it opens up the ability to make objectives take longer… Like upping the C4 detonation to 1:30-2:00 and doubling the length of time it takes to HACK/REPAIR… This is important because not only would it flip the teams roles for a decent amount of time. It also lengthens the overall minimum completion time and prevents 2-5min rounds…
Here is an example of how the whole map should progress…
And here are the advantages in following the IDEAL objective setup and map progression…
[ul]
[li]Longer Minimum Round Times
[/li][li]Makes the most out of each maps play area
[/li][li]Should reduce the number of “Full Holds”
[/li][li]Gives the ability to create more complex objectives
[/li][li]Gives space for multiple side objectives
[/li][li]Prevents the meat grinder effect
[/li][li]Enables a set spawn timer across maps and objectives
[/li][li]Gives ATTACKERS ability to cut off renforcements via flanking
[/li][/ul]
Overall… I feel that the maps should be re-balanced in such a way that the ATTACKERS nearly always win. Due to the constant feeling of progression the games will feel more fun to play for the casual crowd and that will result in less rage quitting in public games. In competitive games it should keep the feeling of excitement high and make the defence the round that is most important to play well…
If you think I have missed anything out please do let me know… I just wanted to share my thoughts on the current system.


so yea you can make what ever silly shape you like out of the maps 

