Since we have 300+ sprayfest maps, I'd go for something tactical.
I think one of the biggest problems in the mapping area is low standards. Part of that is due to the limitations of the Quake2 engine (which I hope to change), but it's mainly due to some server admins putting anything that has spawn points in rotation. I mean, some maps aren't even lit! It also seems that with this mod
everyone wants to make a map (and for the most part, it seems everyone
has made a map). Back in the day where there were only 20 or so maps, it was cool to have some new stuff, but it quickly reverted to making arctic and crates clones. People making maps without any skills or original ideas -- just making maps for the sake of making maps. That's fine and all, but they really shouldn't be put into rotation.
Unfortunately they
were put into rotation and now we've had a generation of players who have come to expect strategy free gameplay (and continue to make maps with that in mind). When a map comes up that actually requires strategy, they all leave the server because they'll get owned by people who are actually skilled at strategic gameplay. It seems most of the players would be happier in an empty box. I've been noticing a new strategy reduction trend emerging: transparent bunkers. As if a one-room map wasn't barren of strategy enough, now you can't even hide behind bunkers?
So in conclusion, there can be tactics, but the map has to allow for them (and most of them don't).
Your next question:
I tend to have two approaches to designing maps. One is to go for something crazy and completely different, like bombsaway. The other is to design a map from a strategy standpoint. I use elements that I've seen work well in other maps and try to improve on them.
Example: in pforest, there's a crate between the ramp into the base and the water. It's the perfect size to hide behind. A couple times I've seen pursuits and instead of running into the base as one would expect, the player ducks behind the box, and as the pursuer runs up the ramp thinking he went into the base, the player shoots him in the back. Things like that bring tactics into the game, but you also need to be able to have counter tactics. I strategically placed some crates like that in midnight2, but I also added a way to counter someone hiding behind the box -- there's smaller boxes next to the big boxes, so you can jump on them and shoot down at the person hiding.
Another thing I do when designing maps for tactical gameplay is look for elements I hate in maps and find ways to avoid them. The most common is having only one path to the base, making it
impossible to get into the base without running past a player on the other team. Usually maps like that boil down to a big sprayfest until there's 1 or 2 players left on each team and they run past each other for the flags, then it's another short sprayfest until on gets lucky and kills the other guy, or they just both exchange caps. That's no good -- no tactics, it just ends up being a 1vs1. So always, always,
always have alternative paths into the bases. I've seen some really nice map designs that have large, elaborate bases and multiple paths, but then it all funnels down to a single tunnel or door that everyone has to go through and totally ruins the gameplay.
On the flip side, you have to be careful not to make the map to complicated or have so many paths that everyone ends up going a different direction and not running into other players, then it just becomes a straight capfest. Gotta find a balance. One thing that will help, though, is the
new rotation system meaning you will be able to design a map for a specific number of players.
Another big thing most maps lack as far as strategy goes is item placement. I'm sick of maps that have 50 autocockers in each base. These should be prized items and difficult to obtain. The layout I typically use is to have low end weapons along the "rush" path, medium equipment in the "defense" path, and high end equipment in out of the way places. I love picking someone off with a stingray as they climb up after the autococker in midnight2. It adds another element to the gamplay -- you have to chose: fight with the low end equipment or try to obtain something better.
And to answer your final question -- I'd like to get the community to the point where good match maps
are good public server maps.