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Before I start giving my suggestions let me get something out of the way;
GL has all the data about which maps are favored and which are disliked, they also know the minute details of that preference (game modes, hours, servers, weapons/classes used in that map, etc.)

So what makes a good map (theoretically and my personal preference)?
- map that rewards skillful use of complex tactics,
- a map that forces diverse weapon/class selection. If everyone uses the same classes/weapons in every map, than you either have a broken weapon/class system or broken maps
- forcing players to vary their tactics so that they cannot use the same trick all the time to win. (like lovefest, I mean spamming, in the building openings in Scramble - thanks to the spawn trap)
- a map that allows a longer fighting time for the player (because the map affords possibilities to escape, to hide after getting shot)
-- GL should have enough data to deduce which map is the best and worst for this point. For example I don't like seeing end of match screens with players who have 25 kills and 24 deaths. It just encourages spamming
- there should be multiple paths (to the goal - flag/cargo), so gameplay doesn’t become monotone. And one path should not be preferred (by +70% of the players) over the others
- a map should prevent spawn traps (ideally accompanying with a working spawning algorithm, unlike the current one)

Game should choose the map according to probabilistic values;
- how many players are available on average at that hour and on that game mode (if less than 10, choose a small map 75-80% of the time, if less than 8, 85-90%, etc.)
-- this is to reduce the search time and increase the fighting time of the player
-- If you regularly have to play 1v1 in Canals, you'd understand the need for that

Another detour; I prefer improving hardly used items over introducing new items to the game. My suggestion is to take a look at the statistics and work on rarely used items, at least for a couple of updates, and if they still not getting used, just remove them from the game.
There is no point of having tons of useless stuff that nobody would use. (This is not just for maps, but for weapons/armors and classes)

According to above ideas here are some **easy** solutions that can make current maps better.
- Randomize crates/container placement in the maps in each match, and increase their numbers; crates/containers will force players to find new camping spots and possibly new routes
- Put doors to openings and make them open/close in intervals
- Open currently inaccessible parts of the maps, and "block" some parts of it randomly
- some game modes, like CTF, enable more data gathering. Check statistics for which side of the map wins more matches, if there is at least 5% overall difference, change the flag locations

Not related to MC5:
- players should be able to recognize where they are and where they should go.

# Spawnig
Easy solution for spawning problems; letting players choosing their own spawn points when they die
I think this has the potential to balance the game a bit, and at the very least it will eliminate the idiocy of spawn traps
I don't mean choosing exact points, but choosing among predetermined points.
another advantage of that could be to forcing players for more team play strategies, because of the danger of having an enemy spawning behind you, you would need teammates to check your sides and back.
number of available spawn points can be determined from the number of players. So if there are less players, then those points can be closer to enemies (to prevent searching the whole map)
     
 
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