Having the bridges none destructable, leaves some playing around. It still lends itself to a choke point for camping. If I make it fair, everyone drives around it and avoids going there. If I make it so you are forced to use it, people won't play. I can get a much narrower strip of water, about the width of the center section. This is a choke point type, a 500ft ravine. It is the narrowest ravine I can make, and above 500ft deep, the span gets wider and the bridges don't have long enough pilings to reach down. You see how I had raise the land just to get these three to span. The width of the ravine across the top is the limitation of the polygon mesh. If I try to make the ravine narrower across the top, it just auto fills raising up from the bottom. That's how I raised the area under the center section up high enough so the piers bedded into the ground.
I can probably do variations on this around the central tank town area since it's in a caldera only 700 feet above sea level. Make some kind of a pressure crack network that surrounds the central area. I want to revamp the center of the caldera using standard factory building objects instead of all that farmland with only huts now and again on it. I can already see a crack network radiating from the 7,000ft walls runoff canyons. Bottom some parts with water and others just that "V" notch with a bridge.
It's actually harder to make a combat area for tanks than it is for aircraft. Setting up airfields, ports and vBases are simple from an aircraft point of view. You need some place to take off from and land at while you follow the rules for distances between bases. Then the pilots go break everything or shoot other guys down. As the terrain builder you make sure the airfields are close enough to not bore your audience to death getting to the fight, the pilots will entertain themselves. GV's you have to consider how you are setting up those bases at the ground level so you keep the GVer engaged and not feeling like he's been turned into an easy target, or handing him the base without his working for it.
Bottom of the "V" notch ravine is 1ft above sea level. Testing this is going to be time consuming after I crack up the caldera plain and add bridges. All that strange stuff that might happen. Strange behavior just touching a bridge, I hope doesn't happen. Then simply getting there and thinking, this sucks big time what was I thinking.....

It's like when you have to visit every single field and up an airplane and a tank. Spawn every single spawn and drive to the town or base. And I also have to say hello to trees on purpose to balance their effect on tank drivers who need to bushwhack with open venues for running fast down them to the target. I learned from my first terrain that you find a tile pattern that works for GVs then duplicate it at every base. That's why on my first terrain spawning in has a very low incidence of landing in tree clumps or getting stuck in them. I spent a month laying down ideas and rejecting them after driving through them.

Center island with a tank town.
