- Max two kits with hand grenades (both limited)
- No rifle nades!!
- Clear objectives (flagzones with unique layout, landmark, that stands out from the rest of the map
- different routes, so it matters what I choose. Do I run the closest most intense in-your-face action route, or do I take the longer, more quiet, protective route.
- MG nests that works
- Flanking ability - that forces defenders to spread out
- Lines of sight that are blocked for the defenders, so they also must choose which flank they protect. (Trees are great for blocking sights from 2nd floor windows for example. While Rocks and terrain is better for frog-eye-view
- The Terrain in Battlefield is the #1 important object on a map. No statics can ever replace the pure function that this gigantic 500,000 poly blanket creates - use it wisely!
- Last but not least: Infantry experiences are not created in the Editor. You can very easily see maps that havent been played InGame by the creator. Infantry maps are made from the 1P perspective, not the top-down omnipresent Editor view (OK: Editor has a SoldierCamera which also works OK, but Editor has another FoV than the game.)
- Ingame Ingame Ingame. Launch a windowed mode game in the background, walk around, when you reach an area you dont like - swap to Editor and fix it, then back to the game.
- When you have the path staked out from spawnpoint to flag, and have run it 10 times as an Infantry, shooting pretend defenders, you are on the right track.
The infantry cover-to-cover experience from spawn to flagzone is the most vital part of the game, each cover, each line of sight, each visual landmark is important. Remember the "tunnel-view" that players get when playing, only what they see in the crosshair matters, and it is the path you build that they must see, and it must be intuitive, natural. I dont mean to build wolfenstein corridors, it can be a huge open field, but the covers and terrainshape should still create a "path" that the player instinctively takes.
If the player moves in this path without realizing he is doing it, you have designed a good map. The player believes he made the path up by his tactic cunning sneakyness