For some time I had this picture of the cart having to be pushed over a bridge.
I was never quite able to figure out where that would fit in until this morning.
Yes, simple floor plan
hereBe warned: I draw like a 3-year-old :-)
The basic layout would be symmetrical (the areas around the bases should differ, though).
You have blue base on one end of the map, red base on the other. Between both bases is a (large) hill. On the highest point of the hill (in the middle of the map) is a canyon.
The rails follow a path in a serpentine up the hill (a simple S). A bridge (3-4 times the width of the rails) leads over the canyon. On the other side it follows the same kind of serpentine down towards red base.
Rock formations would restrict movement around the serpentines (as well as blocking views to keep r_speeds low).
Since higher ground provides a tactical advantage defense has an edge during the first half of the map (compensated by the shorter way for blue), on the second half it's the other way around.
Footpaths on both sides serve as a shortcut (a bit like the left side path near blue base on Badwater).
The tunnel leads from one base to the other. On each side of the canyon it has a stairwell leading to exits in the middle of the serpentine. Each team reaches the stairwell through a one-way-gate so that enemies can't continue towards the other base. The tunnel reaches the canyon well below the bridge and has a much smaller bridge (perhaps a bit like a suspension-bridge) connecting both tunnel exits in the canyon walls.
Red base should have a few buildings around the final CP to provide better defending positions.
The look should be more like arena_lumberyard with patches of green instead of the dry desert look of Badwater.
I don't think this would be that hard to build (Since the basic design is symmetrical you only have to build half a map). However, it would take a lot of work to make it look good and even more work ( and time) to finetune the balance.
Opinions?