gal-z said:
If EAS maps were smaller and/or more user-friendly it would be simple enough for players to jump right in. I mean, the routes for the obj should be very clear so that new players would know the map as well as possible so they have a chance to play the actual game. Then we also wouldn't have people solving the problem by playing TDM (which can be much worse when maps are big).
I think there's a trade-off between simplicity and replayability; at one extreme, for example, you could have a simple push style map with a single objective -- this would be very easy to learn. After a few plays on such maps, however, the game flow always ends up the same, with only one or two choke points, and who wins is decided by luck and individual skill rather than who has the best and most creative strategy. These sort of maps generally get real old, real quick.
On the other hand, on maps with multiple routes and multiple objectives, no two games need be the same, and you have much more scope for interesting teamwork.
The other issue is that if you have a full server, small maps can quickly become simple bloodbaths. But I would agree that these maps have their place in a well-balanced map rotation.
For my part, I'm still learning what does and doesn't work gameplay-wise in EAS and, I presume, so are others; it is difficult to make a map that will work well both for a full server and for a couple of people only, but I think it's possible. We may well, in any event, see more small and/or simple EAS maps as more conversions are done (e.g. UrbanAssault), and a greater use of random spawns and random objectives.