Well, to stop tanks going into Toujane will be to remove secondary nav-meshes in that are i.e vehicles. But I think the town is pretty well navmeshed, its the entry near the 'hedgehogs' that causes traffic.
Tanks can access it coming off from Mareth or Matmata/Romelle's Bunker along the Northerly road. But it means initial attack on Toujane will be infantry-only, which should be fine
About the foward spawn, I think reducing this would mean, bots will spawn at the main base, and with modded nav, would have to beat Mareth to get access to Toujane. Only infantry trekking from the main on foot will pass the bridges leading to Toujane.
I think you'd have to play around with ratio-spawning, but that foward spawn is too important logistically to lose.
For an alternative map, I would narrow it down, personal choice, to Luttich, Vilers Bocage and Totalize
totalize would be wonderful with more agressive defenses and attack, but sadly, it has an unexplaied CTD so work on it would be a waste till that is found out. Villers is an interesting one, and the Allies could use more tanks at the front, but strategy is blah, and the battle is over too quickly, so I will have to nominate Luttich
Now this one is a funny one. The problem it has is that bots fighting over 4-equal priority flags with no focus on a proper defense or attack strategy, it lacks house to house fighting as it has no building interiors navmeshed, and it boats of frankly, one of the most bocage-ey terrains of any maps... But bots NEVER use them as they out of their way
My suggestion is this:Remove German and Allied foward spawns, but make them capture-able areas. After all, this was a German offensive.
We need to change flags around a bit. Instead of the one foward German spawn have 3 capture-able spawns:
/The fields north of Abbaye Blanche
/The curve in the road between Abbaye Blanche and West Mortain
/The field overlooking mortain i.e Equi-distance between Mortain and the Germans
/The Tank graveyard above the farm
Yes, bots CAN move easily through all these areas. We also make the fronline Allied spawn (Now a flag), also capture-able.
What happens is this,
Germans start to attack the field and tank graveyard first, with some effort at the road. Once the road is capped, they cap the fields overlooking Abbaye Blanche - A head-on assault
From the road and the fields, they turn into East and West Mortain. Once they cap the Tank graveyard, they split into capping the farm as well as east Mortain.
East Mortain, and the road there IS the main push. The rest is battling in the bocage
After MOrtain and its environs are secure, the Germans will dig in, with a small group, say a 3rd of the army splitting into 3 to capture the fields behind Mortain and the 2 roads leading into it.
For the yanks, they need to cap those blank flags i.e the fields above Abbaye Blanche, the curve in the road, the fields above Mortain and the Tank graveyard in order to peck at the Germans, however this is for about half the army.
Allies will ONLY spawn at the main base when vehicles are available (The fields behind Mortain and capture only, not spawn points).
They will move to defend the Town of Mortain, Abbaye Blanche and the farm, making the Axis only face tanks once they move on to Mortain, since the allied Tanks will remain at Mortain and its environs, the axis can expect mostly infantry resistance unless they delay in moving on to mortain etc, by which time the allied tanks, like everyone else will be activated to assault flags infront of Mortain and environs (free flags on the German side of the town).
The idea is to move the battle away from Mortain and its environs alone with no real focus on a single important flag, to fighting to keep the enemy from even getting to those areas, in the bocage country, with more battles taking place across hedgerows and in fields than in the constricted town.
Town fighting will occur, if Gerry pushes that far, but it wil be brief, with more focus on moving on to the fields on either side, from where they can harrass the enemy on either side
Any better recommendations from anyone, do feel free to express, but this is my thinking. The exact inverse of Mareth Line: Nothing in the open, excellent under-used Navmeshes rather than over-used challenging paths.