Well, it is still pretty much what it is right now, because one guy still believe that he can grand-scheme it all.
"Ha! That noob is trying to go to the open field through the barn, stupid idea! I put a dead cow in the opening so he can't pass through!"
"Now look at that one, he think he can enter that building somewhere, now he is trapped hahahaha!"
"Right there, people are predictable, he exactly drove on the paths that lead to the flag despite the clear area!"
"Finally, a guy fords through the shallow waters I placed just there!"
When this kind of guy enters the game, players expect more from him, like knowing every exploit (or vantage points) of the map he designed and claims to know so well. Give them some freedom, but let's direct them, to where they can be free.
The worst thing is:
"Now you teamwork here, but you don't teamwork there!"
PR approach however, is more like, let's create a map from the real one, then place some flags on several vantage points. Perhaps Muttrah is the example. This is more like true freedom, chaotic, unpredictable, yet can be fun most of the times.
"Hey I don't know that we can enter this building! But what for?"
"Gosh that house over there, if only we can enter it, this firefight would have been more interesting!"
"Can we access the roof of this building?"
Despite the freedoms, they also put some enforcement to restrict/direct player behavior. PR used game mechanics to force the teamwork, while FH claims that it came from the map design. Well, mostly.