In my opinion, one of the reasons Crossroads is so good is that there's no meaningful buildings overlooking major resource points. This is a common theme in many "good" 1v1 automatch maps: The only buildings that exist are the ones that overlook VPs. At worst, there's a single weak building overlooking one of the important resource points in an easily counterable position. Maps where this largely holds true: Langres, Faymonville, Crossing, Kholodny.
I think that Buildings in 1v1 only serve to slow down the game and there isn't really a place for them in 1v1 other than MG nests overlooking VPs. Buildings being next to VPs isn't so bad because most of the mid to late game action happens around VPs so it can be interesting seeing players playing around these buildings with tanks, vetted infantry and support weapons. On resource points though, Buildings will favour whatever player spawns closer to the building because that player will be the one to reach the building first and hold the resource point. For example, on Lost Glider where the South player, who is closer to every meaningful building on the Map, has a large advantage because of exactly this. The worst offenders are maps that put buildings on cutoffs or have buildings everywhere (Lost Glider, Arnem Checkpoint, Westwall, Kharkov) leading to large parts of the map which are difficult to take and thus necessitate slow gameplay.
Buildings on resource points also force gameplay around these buildings a lot earlier because you NEED to hold resource points to get into the game whereas you can largely ignore VP positions for a good part of the early game and then deal with entrenched building VP positions when you're ready with light vehicles and tanks. Forcing early game infantry fights around buildings is dull because whoever gets to the house first has a distinct advantage in the engagements. This usually means whatever side spawned closer.
The guaranteed green cover Buildings provide mean squads outside the building can usually only deal with Buildings at long range. Pair this with the fact that you can leapfrog out of buildings to delay engagements means that early infantry gameplay around Buildings leads to the slowest early game engagements by far and are simply tedious to play because they always play the same way.
tl:dr Please don't add buildings to maps, building gameplay in COH 2 1v1 is probably the worst aspect of the game. Just put green cover unless it's over a VP, then you can put a building.
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