Are you kidding me?
I find it actually funny that you’re here to point out to avoid chokepoints, while suggesting to balance around one of the worst default W:ET maps.
Seawall Battery was the worst meatgrind out of the 6 maps.
Siwa Oasis essentially had 3 routes between both objectives, two of those were always just two floors on top of eachother.
Gold Rush, while it did have areas you could hold as a chokepoint, it had too many routes to flank around without allowing the defense to really bunker down and hold their selected chokepoint. (Probably my favorite map due to the pacing set by double escort.)
Rail Gun was a fun and open map. Due to how open it was and also providing multiple routes, the defense didn’t really have any points to hold down heavily as chokepoints.
Würzburg Radar, the forward spawn was just a silly meatgrind until it was captured. You’d usually capture it right before the spawn timer and then actually fight out which side gets to hold it.
After that the only chokepoints were the first objective wall route and command center route. While the main route was wide, it simply didn’t provide any cover for the attackers when breaking through, so with a big cover advantage for the defenders I consider it bad chokepoint overall.
Fuel Dump was another very open map, a sniper paradise compared with the default maps. This was the only map that actually needed more obstacles since it barely had any chokepoints and up until the final objective none of them were really usable.
Oasis was garbage with nothing but tunnels of chokepoints up until you grabbed the forward spawn. Once you breached the first objective on Oasis it was back into 3 horrible chokepoints. Past the first objective, you were only able to eventually get through those chokepoint cause the defenders didn’t really have any decent cover to hold them.
Since nearly all conflicts in Dirty Bomb take place within cities, the best example to balance around is Gold Rush.
Gold Rush was a square type of map, the current version of Bridge really isn’t a successor to it simply cause it’s not designed to be a square type of map anymore and therefore we’ve gotten a more linear version which includes a few bad routes and some horrible chokepoints.
Chokepoints can be balanced by opening up new routes or with cover. The cover for holding a chokepoint vs the cover when breaching a chokepoint. The pacing of the map could be balanced around spawn locations.
The first objective for the new Dome is a great example (the right side at least).
Defenders can currently really bunker down in the warehouse while also keeping a few players across the main road for the lookout for left side doorway and crossfire. This way the defenders can really hold down the main route. But as soon as the generator is destroyed and the new paths open up, the defenders must fall back all the way under the MG to have any decent cover on that side while also having to worry about the opened window overlooking that position.