I want to create this topic as we have now some layouts which basically fit rules of layout creation, but they are not very much playable now. The rules are justified by EUTW game design, so it's up to dev team to decide.
These rules don't consider some of cases we can see on #4 now. Even with community polls we still face layouts which on my opinion don't match EUTW design as CTI gamemode. Note this is only my subjective
opinion. For me, Arma motto is "First think, then shoot".
So, there are some common things that I (and my comrades) don't like and it should be restricted by rules on my opinion:
1. Chokepoint combo. Examples: Death Valley, Anthrakia.
Was already discussed on forums here https://forums.eutw.net/viewtopic.php?f=6&t=6158
and, well, you can see poll results (although sample is too small). With current
game design it's too exhausting to play such layouts except games with unbalanced teams. CTI intends different possibilities to obtain control over island, isn't it so? One chokepoint is acceptible as one team still have connection to 2+ next objectives.
2. Minimal distance within objectives. Examples: Kavalla on foot (and other Kavalla layouts), Zaros, Paros research, West Road Wars.
Objectives which are way too close to each others set aside MHQ, MIP, helicopter transport roles on EUTW although it's a great gamemod features. Therefore, victory depends only on infantry&shooting skill, reaction and (it's arma) hardware. Noone needs tactics when you just play TDM. And EUTW is CTI, not TDM. Moreover, it neutralizes gunship efficiency as infantry killing machines - to risky to fly over area, full of spawnable for AA soldiers flags. I suggest to limit distance between flags to 600-700 metres (more than standart MHQ placement distance = ineffective to go on foot). Maybe it's acceptible to place pair of flags somewhere, but not a row.
3. Dead-end/appendix objectives. Examples: Death Valley, Dyonissios, Lijnhaven and many others.
They supposed to be left for SD or to provide backup for some flags. In case of "backup" flag it's justified maybe, but still not needed. When you leave it for SD it's just a waste of time for next layout: winning team can easily hold their only connected flag, chance for comeback is low without opportunity to choose attack direction.
4. Minimal distance between objective and base. Examples: Death valley, West Road Wars and others. It's limited to 500m from outer circle (?), however that's too low. Especially on regular you can't support attack of very last flag with CAS as AA can just hide in BP zone. It's base protection, but not last objective protection, right?
This is my subjective
opinion based on experience recieved from many hours of playing on community layouts servers. Suggested restrictions can be counted as recommended but not strict. However I would like to see them in Layout Editor also. If not strict - than show icon of yellow "!" as a warning that it's acceptible, but not recommended.
We tried many ideas and layouts and we did a great job filling up servers with fresh layouts as layout creators, comrades. Some of ideas turned into something we didn't expect. Let's don't fall into the same trap again.