You're the best community manager Jax, thanks for the reply!
more map variation is a goal, but we can't really change a ton of map stuff because then we need to rebuild lighting and it's essentially a new map at that point. we're looking into some solutions for separating lighting and the map itself for visual variety, but adding in a ton of new objects isn't always possible
Yeah I knew it was going to be a tough one but it still would be less work than designing a map from scratch I assume, especially considering the amount of work that must have gone in making them. Even if say 10 slight variations (with different artillery or small changes in the buildings) were pre-built and chosen randomly when selecting a specific map it would still reduce repetition to an extent, although having a set of random variables building hundreds of variations would be ideal (but difficult to do).
Aw you're too nice :) And yeah it can be manageable but it can also bloat exponentially because what happens when you have to change the spawn protection or objective placement on not only one variant but all of them - day/night/rainy/sunset castello 1/2/3/4 etc. So we're thinking of ways to make some simple but easy to maintain variety