Just thought I would post a couple notes here from when I was making 2v2 maps for people (I do not play 2v2, most of the maps suck too bad).
Of course you will have two camps: Campers and Blobbers. Campers will like skinny head to head battle maps like Kharkov. Blobbers will prefer larger maps like Vaux or Moscow.
But the key design elements for a good 2v2 map were defined to me as:
- Safe fuel. If you get a bad rando partner you dont want to be without fuel all game long.
- Strong fuel cutoff to force the enemy to move. Should be pretty far from the enemies base so they need to move to respond to its attack. It is also best to have some blockers between the fuel area and the cutoff.
- A decent base to base distance so units are not off the map for long periods of time. Belgorod feels pretty good, where Rails and Metal seems to long. If the map is too short snipers will be in your face all game long with short retreats.
- A map that is wide enough to flank. Belgorod for instance was much wider at first but players asked for it to be made smaller. Belgorod is pretty open and easy to move around in so it almost feels too small and laney to some players now. So you need a combination of size and blockers to get the width to feel just right. Moscow Outskirts and Vaux are way too big to me personally.
- Dont make the VP area large enough it can be locked down with the USF Major. But make them large enough OKW cant park the Shwere right on it.
- And just like a 4v4 map, the middle VP may get very busy late game. So do not make that area too small and hard to move around in. I would use Elst Outskirts as an example here with all of the hedgerows around the center VP. If it were a touch bigger may be better.
Thee are just the things that popped up during the process. A good map is a good map. There are no metrics to describe it. It just flows well and does not support a campy style.
But there are other things that are important like munition placement. Or perhaps a safe/protected territory point for making a cache to give players options. And of course base entrances that give you good retreat paths.
Since I do not play 2v2 my opinions on maps are meaningless, but I know people will disagree with me and get a conversation started for your question. As a mapper I think these particular maps are good examples of things.
- Eindhoven is an enigma. The map is pretty big and has an interesting design. So on paper it would not be a favorite. In fact it was removed from the game because it had a couple issues like hills etc. With those little issues fixed it went from removed to the most played and well liked map. This is an example of a map that just plays really well. It has the X factor that makes it fun. It also is said to be pretty balanced across factions, etc. It has a good balance of Open and close quarters in my opinion.
- Belgorod - I like the size, fuels, cutoffs, etc. It could maybe use a few more sight blockers to make it less lane based.
- AOD - Map seems to have a great size, fuels, and cutoffs. If I had to complain I would say too much green cover in mid and it is very open in mid but very close quarters right outside the base area. I would probably move a couple blockers more towards mid. WF is always updating the details like cover around the fuels, etc so it will just keep getting better.
- Crossing in the woods - Too open and maybe too short of a base to base distance so snipers and arty become OP. Changing some sight blockers around the middle could make this a lot better.
- Kharkov - Too thin and red cover exposed cutoffs. Weird fuel placements with buildings right on them. This map has an X factor that makes it fun to play. Mostly the middle building cat and mouse games and the open middle that lets early flanks work. But it is so narrow those lanes disappear fast.
- Wolfheze - A little short base to base. Many players complain about a single hedgerow section being a sight blocker so they get confused about where they can see. Could be two hedges or maybe add a small tree to make them stand out better. Could use more sight blockers between the bases and middle areas.
- Rails and Metal - Too long and narrow. Weird building and green cover placement. Horrible pathing with large sections of the map being totally cutoff. So moving around is a nightmare. It is impossible to make fun tactical moves.
- Elst does a lot of great things and top players like this map. It has a close quarters design that lets players be constantly moving. I feel it is too close quarters personally. And this may be why in general it does not see the amount of plays as other maps.
Eindhoven is always the most played map. The next three alternate popularity. AOD, Belgorod, and Crossing will be the number two map from week to week. Those seem to be the four most popular from PagePs top 200 games stats.