Okay, so this is my opinion and should only be construed as such.
A good BL map for this game should have:
1. Three equidistant spawn points
2. A central keep with a moat(think SMC but larger), and a waypoint.
3. Two towers near each spawn point(home towers)
4. 4 towers nearer the central keep(preferably within treb range)
4a. These towers would “guard” bridges over the moat.
5. 1 supply camp feeding each tower with all supply camps ending at the central keep
6. Plenty of open space for open field near the towers/supply camps(think rolling hills)This is all that would be needed to supply any and all WvW players with their chosen form of excitement. Now we all know that Anet would want to throw in some PvE mechanics as well even if not needed. I propose that they be minimized to the following.
1. A jumping puzzle that would be within range to shoot treb shots at the keep
2. A “Gigacannon” that could be captured(like the EotM statue cannon) by beating 3 Champion rabid Charr
3. A wyvern lair that was capturable, and the server that owned it could call the wyvern once per tick to drop wyvern breath on an area(area denial attack with lots of burning damage)Some very curious ideas. The jumping puzzle would have to be quite tricky, or… perhaps there could be a few parts that can be destroyed (by defenders) and require supply to repair before trebbers can get to the top. Not overly sure about the cannon or wyvern, but they might work. Not a big fan of wedging PvE in, myself.
When you say equidistant spawn points, do you mean primary points or keep waypoints? And further; if you mean keep waypoints, do you mean one per server or the way it used to be – the owner of the keep decided the owner of the WP?
The rest of your suggestions sound a lot like the alpine map (except the moat on the central keep). That’s a plus in my books, haha. xD
Alpine map thematically, but think more Spain than Germany.
When I say equidistant what I mean is home in the far north, red SE corner, and blue SW corner. No home keep at all. One keep per BL that’s it. This serves a couple of purposes. One, it makes the towers far more important, especially the “inner” towers. Two it makes whoever takes the keep need to control the keep. It also promotes more of a three-way battle rather than the old; “You take that side, we take this side, and try to keep the home team in the top third.”
Ideally there would be plenty of open field action going on as well, since in my vision PPK is a real thing again. Also unlike the current EBG model home towers would be a bit more spread allowing more “used” space rather than all the unused space in the corners of the map. The moat should act like a real barrier. Not many places to get out once you are in. Control of the inner towers would be a huge boon for people trying to cross the moat, or to exit the moat.
Terrain would be flatter than the old Alpine maps, but not flat. There could easily be ravines, river beds, and other low spots that would allow a force to move relatively stealthily without the amount of terrain disadvantages that were present in the Alpine maps, and are even more present in the Desert maps.
Believe me those PvE options were completely spur of the moment thoughts. We all know Anet wouldn’t design a map without some kind of PvE elements, and so I tried to think like a dev for a moment.