You build the terrain to protect the spawn and the GV's will get up and running. I've been doing that on all of my terrains and it stopped spawn camping which I think is detestable.
I've been experimenting with micro hill texturing across flat ground to kill the spawn camping and create more of a cat and mouse aspect while trying to get at the town or field. There are numerous patterns of micro hills that can be generated to kill the usual monotonous flat ground with trees and grass approaching up to towns. The two agrarian tile sets for the Med tile set are orchards which work on hills, and crops that need flat ground. In the screen shots below I'm using the orchard tile to help protect the spawn from being camped. In the first screen shot you can see just past the town where I was testing a micro hill pattern on two sides of a 500ft deep gorge that a river is running through.
First two are from inside the terrain editor showing the spawn and the micro hills I generated around the town and airfield. You don't need to use L3DT to do this, the AH3 terrain editor has all the tools to do it in minutes. The bite in the kester to it is, no matter if you use L3DT or the terrain editor, you have to spawn and drive your assumption a few times to see the lay of the hills and how you painted trees and grass and decide if it plays well or gives one side or the other's GV's too much of an advantage.
Because those orange tree areas stop tanks and take forever to work your way through, I don't want to over use that tile. I may use it to help funnel tanks but, I listened to too many complaints inside of the arena on terrains that over used that tile around fields. One of the dangers of just quickly painting large areas to get the job done, then not really driving your creation to test for play ability. It's deceptive how long it takes to drive across a few miles of that tile which impacts GV players fun.


These are from inside of the offline game spawned in, you can see the micro hills which the tops have trees and the low areas between are grassy for rapid transit. This texturing can be done to slopes creating small ravines. All of this is limited by the size of the polygon used for the terrain mesh. These micro hills with trees on the tops will be a pain becasue it will favor wirbles hiding from detection while you think you have a defenseless tank to bomb or strafe. When you are on the back sides of these hills, your movements cannot be easily detected by snipers hiding on hills closer to the town or even low flying planes until the are right over the low area. And if you pull up into the trees just before they get over your position, it will PO them trying to find you.


