So I've been making maps on and off for my friends and I for Company of Heroes
for years. I think I've come a pretty long way and I wish more games had map editors up to the quality of the Company of Heroes World Editor. Because man, you can do just about anything your brain can cook up with this puppy.
My friends and I love a good comp stomp in Company of Heroes, so I build maps with those primarily in mind. But I try to keep things very even as far as # of control points and the distribution of choke points, barracks-level structures, and so forth, so people that enjoy pvp have a nice, big, detailed map to play on. The World Editor is perfect for me because it allows you to pack so much detail into a map. So while my maps tend to have a mirror effect, they're wildly different on each side as I turn each control point into a quasi-art project.
I tried to design in a way that gives infantry a heavy advantage in getting around. There are a couple control points that can't be reached by vehicles and the areas off the road ways are intentionally kept narrow to keep larger vehicles out. Of course, being CoH, tanks will eventually plow paths through the hedgerows or artillery will blast new pathways out, but initially at least armor can't go where ever it wants outside of the center area.
I've already play-tested this map with 7 AIs, and so far it runs smashingly. I've still got boatloads of detail work to do (detail work in CoH = game play), pretty much the whole center of the map, but now that I've tinkered with it in game (played about 40 minutes just watching the AI tear itself apart) I'm pretty fired up to get it finished and ready for d/l.
Notice the 100+ pop cap and the rat's nest of allied troops occupying the (totally unfinished) center town area. Words can't really describe the carnage that was left behind after 30 mins of the AI going to town. But pictures will! In time.
Some pictures of the town in the valley. The map is technically playable now, but it's not quite up to snuff yet. Resources are a bit over the top at the moment, some areas still lack a lot of detail work and there's all the atmospheric stuff to fool with. But it's shaping up nicely! I'm trying not to show too much of it until its really finished, but I'm pretty pleased.