I am disappointed in Dome because it seems to be made for 10 on 10 gameplay rather than the norm 5v5. The map is littered with unnecessary routes (tunnels) and huge distances between objectives. A great way to speed up map design is to look at what has worked in past maps. Terminal and Bridge are modified versions of ET maps Oasis and Goldrush. Hopefully, this will spark map making tools and map making competitions to speed up the dev process of what is put into blockout.
Differences in ET maps and Dirty Bomb map design.
There have been countless post about spawn timers so, I will spare you all the details about that.
Constructible spawn points: There are no constructible spawn points in Dirty Bomb. In ET, there is a way to capture a new spawn for the attacking team. You could construct command posts and the defending team would want to destroy them so you lost ground. Similar to the capturing the spawn point flag on terminal but having to cover someone building or trying to destroy a spawn point. Adding this could add a huge element to the game. I know that there is no covert ops to break command posts in this game but you can use all of firepower (nades,guns, stickies) to destroy the built spawn point.
Examples of maps that could be ported into Dirty Bomb from ET maps with construable spawn points: Supply depot
Choosing spawn points: Being able to choose spawn points in the map. In ET you could choose to spawn at an alternative spawn to in theory have a different tactical advantage. Example from ET: http://imgur.com/NlMZUsE In dirty bomb you are forced to have the spawn you are given. In turn this makes maps more a straight line. Without being able to chose your spawn point you are greatly limiting your map design into a linear path. ET had maps that could use the same space of the map and have more objectives because of being able to set spawn points. An example would be in bremen: http://imgur.com/oDk3aC7 The attacking team would steal the truck and escort it to a former spawn point.
Examples of maps that could be ported into Dirty Bomb from ET map with construable spawn points and being able to chose spawn points: Frostbite, Bremen, Adlernest, Battery, Radar
NOTE: If there is a concern about too many indoor areas you could always beat up the environment like you did with underground so you can use fire support in key areas.
NOTE 2: since I am typing this up watching the dev stream and you guys said you won’t release map making tools… all of this is pointless but I am going to post it anyway. I hope you guys reconsider.