Mapmakers say that creating new maps for 4v4 mode is exponentially harder than 1v1 maps. Things get worse when you try to gather people to playtest freshly created map, only few paricipate and provide only little feedback, then map goes live, everyone shits on it and it get removed.
I wouldn't say that there is absolutely no chance that we will get new 4v4 maps, but it heavily depends on mapmakers' and players' coordinated effort and public's willingness to participate in map creation process is quite a factor here.
^This. I do not think it is harder, if anything a 4v4 map is easier to make design wise. However the maps are much larger so take a long time to make look pretty. But all major engagements take place at a few points: Fuels, VPs, and cutoffs if any. You just have to balance the middle of the map. Simple. But yes, getting 8 high level players together is very hard.
I would like to see a map making contest for 4v4s.
PHASE 1: Maps could be put together quickly and tested. Cover, buildings, etc all placed for balanced game play. Maps are judged by a panel and thinned down to say 4-8 maps.
PHASE 2: Put together a small tourney or some other method to play on the 4-8 maps.
PHASE 3: Maps are cleaned up visually and any small problems found in the tourney are fixed.
PHASE 4: Another small tourney or offline play. Replays uploaded and reviewed.
PHASE 5: Final judging.
Ideally, PHASE 3 should be repeated a 2nd or 3rd time with look overs from panel judges.
I constantly bug Tric to do one but without Relic support there is no point. If the map is not going into the game, balancing the map ruins it for its only purpose Comp Stomps. All Comp Stomp maps should be horribly imbalanced to one side adding an extra layer of difficulty. Play from the west, if you are not that good, and you get a ton of fuel and munis. Once you get good enough to smash bots in expert mode, play from the east and you are starved for fuel and munis etc.
Very true, as I mentioned in the OP it's mostly the corridor maps that cause the arty spam problems because of predictable attack/retreat paths and narrow concentrations of troops. The bigger/wider 4v4 maps like Hill 400, Steppes or General Mud are much less prone to the problem.
However from what I gather here at the forums there won't be any new maps or significant changes to the current ones, so I guess the only way to fix the problem is by adressing the units that cause them.
The problem with bigger maps is the high probability that you get double teamed and wiped out. Once that happens it is very hard to recover. Play against allies on Steppes and watch them lawn mower your team down with 3 team member blob waves.
As much as I disagree with it, I think that is why there are so many 4v4 maps used as 3v3s. If you do not like the arty and compressed play style of 4v4, then the 3v3 game mode is for you. I love the head to head brick wall clashing of team weapons so I prefer smaller maps, and thus, the 4v4 game mode
So if you like big wide maps with lots of flanks play 1v1 or 3v3 where arty is not as effective. 2v2 and 4v4 are for tighter team engagements where mortar and artillery monkey crap fights are the norm.