As nice as it is to see this, there are plenty of people on this list that will never EVER agree with each other, and some of them swing hard one way to certain "ideologies" that make all of their opinions and statements hard to take truthfully.
Also more work for people who already are trying their hearts out for the most part, and everyone is essentially doing it for free. This would be even more of a workload for people that necessarily have none left to give (speaking for myself). I am already supposed to run a 2v2 custom map making tourney at the end of jan. I have been working on 1v1 maps and 2v2 maps for inclusion in the near future. Then I'm supposed to run another tourney, and then participate in this as well?
Not to mention coh 2 literally just fragged the entirety of my steam library and I lost everything due to its memory leaks... and it happened on stream. I have very little if nothing left to give at this point, especially considering the large amount of this community will never get along. After that you have a large sect of assholes that want to do nothing but trigger people and be assholes, then after all that, you have about 20ish people that actually want to do something, but when you really dig into the game, you are overwhelmed by the problems.
And what i mean by that is something along the lines of this:
List of things that make, making balanced maps next to impossible
- Any terrain variation of .5 meters = projectiles hitting the ground
- Any object over .5 meters = projectiles hitting the object
- Buildings will never make any one happy, you either have them have to much health and too dominating (glider) or they are irrelevant eye candy used for ambient call ins
- Engine glitches deform road splines on certain maps (road to kharkov is a good example) that then provide red cover everywhere
- Aggressive cutoffs or no? Nobody will agree
- Fuel and munitions locations?
- VP locations and how many?
- What kind of crush is acceptable where, and how should it best be implemented?
- Should all roads give negative cover or just some? How do you decide?
- What line of sight blockers should we use? Hedgerows that confuse everyone? LOS blockers that even when destroyed still block site and pathing? Or groves that are inherently buggy to begin with?
- How long and wide should a map be?
Anything with a questions is typically something that nobody agrees on, and is all kinda subjective. Also this is about half of what I could think of if I really spent time, not to mention all of the features and bug issues in the worldbuilder itself that make things impossible.
Now you take this, add in balance to the equation. Currently for a 2v2 map you have to design intelligently around the mortar pit, as the map has to be playable at all skill levels and the players should be able to derive some enjoyment out of it. Well the mortar pit sees 115m, which is one 4th of your "standard" 2v2. Now you gotta make remember that includes base areas. Base areas are typically 64x64 grids and that is PUSHING it. So total base areas is another 4th of the map. So basically you can, in a 2v2 map a mortar pit in your base and hold critical points with ease. Now add in LOS blockers that you can hide behind and it becomes an even bigger issue. This is just one aspect of designing a map around balance.
So my point is. You balance the game... ok? What map did you balance it on, how did you actually test the changes? Ok neat that is balance on 1 map, and completely broken on another, and irrelevant on 4 others. Now how do you expect map makers to address the pool? With the balance in flux? 1 second a map will be great, the next iteration it will be shit, and so on and so forth.
Now take that, throw the community in, the abattoir of screaming retarded children. I don't know about you, but I don't need that stress in my life. To explain more dynamically, you will get people that want to help, truly they do, but are so poor in their social skills it comes out like "this map sucks, okw op" and that is the extent of their efforts, before they go back to 4v4 ai games. Then comes the arguments about how something that is irrelevant in 1v1 is suddenly completely op in 2v2.
I could go on for days and am just basically venting at this point, but I hope you get the picture.
I would help, really I would, but I don't see this ever taking off.
TL;DR this entire process will be like a tiger trying to eat its tail and will fail before it starts, not because of the people you named (although some could be to blame), but because of the game in and of itself.