A little more in-depth about the minimap; when you click the 'generate' button it makes a file called minimap.dds in C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\fh2\levels\(your_map_name)\Editor.
That's what I wanted to look at to get a better overview of the map, but the screenshot helps
To make that minimap show up in game you need to take that minimap file and copy it to your HUD/Minimap folder and name it ingamemap.dds. All the rest of that stuff in the PR tutorial is kinda when the map is finalized, a basic minimap is fine for now.
EDIT:
I took a look at the layout and I'm glad you have a nice plan going
just a few notes that might help you as you develop;
Designing Forgotten Hope 2 MapsThis is a nice write up TS did about sector push gameplay design. It's helpful to keep those things in mind as you map.
Also, considering an urban map like this, keep in mind other FH2 urban maps (the good and the bad) and take lessons about what works well (and what doesn't
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For example; Battle of Brest also has 3 main 'routes' into each flag, but those routes tend to get crowded with 100 players on a server and makes for very meat grinder/ stagnant gameplay.
Fall of Tobruk on the other hand is another example of an Urban map that is a bit more open and the gameplay flows a little better.
You've already got your 'sectors' laid out which is good. Keep those in mind as you map and how the map should progress. Most professional maps have a 'narrative' where each Sector is categorized by a certain 'theme' or 'feel.' That makes the map dynamic and fun for the player to progress through. for example Seelow has the player fighting through the flood plains in the first sector, the ridge/ trenches in the second sector and the destroyed town in the third (St Vith has a nice narrative too).
You don't have to think too much about specific buildings or adding detail statics just yet, but it's good to keep in mind your 'narrative' (i.e. first sector is ruins, second sector is fighting over the open square or whatever)
It's good to start by just placing the major statics at this point to get an idea for how the player will move through the map so I wouldn't worry about building textures or vehicle textures etc... just yet.
Good stuff!