Here's the list of all EIR maps in current rotation, for your information:
1vs1
Angoville (with reworked sectors)
Semois
The Dike
2v2
Bergen
Brecourt
Church
Country side
Crossroads
Forest
Foy
France
Gold Sector
Hinderdam
In der hitze
Industrial Riverbed
Lanteville
Marshland
Neuville
Nuenen
Operation Martlet
Operation Deadstick
Point du Hoc
RN175
Road to Carentan
St Winn
The Causeway
The Dike
Venue
3v3
Lille
Abbeville
Adaire
Adolfs Countryside
Airfield Assault
Alencon
Bastion
Bocage
Montaville
Brecourt
Bretonneux
Burgundizzle
Carentan
City outskirts
D-day
Deserted Village
Dutch countryside
Egletons
Forest
Ghost Town
Graveyard
Montaville
Monte Cassino
Montherme Forest
Neuville
Red Ball Express
Ruins
Somewhere in Normandy
St Come du Mont
Suburban Dawn
Tanteville
The Scheldt
Vieux Port
Villas
4v4
Abbeville Winter
Adolfs Countryside
Bredrin
Burgundy
Goodwood
Monte Cassino
Nueville Winter
Purple Heart Lane
Road to and from Carentan
St Mere Eglise
Schijndel
Trevieres
Villers Bocage
Other maps:
(I've been trying to remove these for a long time but cant locate their files, all are by henry666 and listed as AOW maps. Must have snuck in through some map pack somewhere)
- Harbour invasion
- Morning glory
- Vire center
- Vire north
- The beach
- Crossfire
- Bridge to far
- Goetterdammerung
- Invasion
- Resource conflict
- Vire river city
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In terms of what constitutes a good map, generally I believe indeed its along the lines of what you've listed. When adding maps I look at the following:
Size: longer than it is wide, playable area for a sufficiently sized 3vs3 for instance is approximately 512*256. This is sufficiently wide to offer flanking possibilities for 3 players. Smaller and you very easily get into the realm of maps a la RTC where you can effectively have a single AT gun cover a big portion of the map.
Sector design: are they even on both sides, i.e. do they add up to 50/50 map control in a situation where both players are contesting the middle. I don't think theres an "ideal amount of sectors" per se, but 3-4 sectors should be enough cover the width of a map, with about 5-7 on length. Fewer sectors around spawn arounds, some room for "capping play" around middle area of the map, in line with flanking possibilities.
Layout: favored EIR maps tend to be fairly rural, i.e. mix of buildings and open space. Some more urban parts can work, but important to offer wide enough streets/avenues for tank play and no high density of garrison-able buildings. There should be some "hard points" around which combat will naturally situate itself, i.e. a church, a chateau, a manor house, ... These fulful a role akin to "VP" points in vCOH. Other shotblockers like hedges, groves play an important role to break up spaces and allow cover but important they dont turn flanks into individual lanes which are easy to lock down with singular support weapons. There should be enough points at which armies can flow between flanks and middle area of map.
Pathing: this ones extremely important for good vehicle play and factions like PE. Important to not have objects cluttered all over. Some craters and elevation is ok but keep clear lanes for vehicles and easy manouvering, particularly in more urban settings. (cfr. Carentan is a good example of sufficiently wide streets with little clutter)
Eye-candy: splats, splines, plenty of detail to make the map look good. Good atmosphere settings. Fuck bloom.
Professional finish: maps need proper loading screen, ingame name, map preview image, ...
Our map list is still fairly large, despite the fact that Ive already trimmed down about 50% of the maps we used to have in. I dont think theres any point to having an extensive map list when most of the maps are ones no one will ever want to touch. Id be happy to trim it down further and applying some of the rules above I highlighted maps in green which work, maps in yellow which need work and maps in red which I propose to cut. Of the ones in green, there's still some divergence in playstyle, but i honestly don't think that is a problem as such. Monte Cassino for instance is a decent map, even if in terms of gameplay it favours vehicles a lot more than maps like Neuville do.
If we want to create further clarity for players on what the recommended maps are though we could give a few of the ones like Neuville an [official] tag ingame.