so tell us, how would you make an anti-camping map?
easy,
human base defenses are based on distanse and of course the fact the enemies close to there defenses is the result of there destruction.
you take those factors into your hand and consider how to force them out my idea is to make there base cramped up with lots of access from multiple routs this would drive them out.
its a theary i have though of
You just described how to ENCOURAGE camping.
Think: if the layout is such that the turrets CAN'T do a good job, the base is in bad shape and needs tons of human help to stay alive. If the layout has elements favouring turrets, the base can defend itself and thus, humans will be able to leave the base.
People camp for two reasons. One, because they're getting owned by aliens when they leave, and want turret support, or two, their base is under heavy attack. Having turrets that don't do anything will just make humans camp and lose every game.
What you need to do is incorporate narrow hallways leading to the human base, hallways just long enough for turrets to be able to fire all the way to the end. From there, the hallway has to turn sharply. This makes it so that aliens fire the minute they turn the corner, which basically dretch proofs the base completely, and is resistant to most everything else.
Add nooks and corners in the human base to hide important buildings, and you have a very anti-camp human base. And, of course, the alien base needs a similar favourable layout, with sharp corners so that you can't see the base from far away, a higher ceiling to stash eggs from painsaws/flamers, and of course good spots near doors to put tubes.
Do something like that, and you get a map where neither team can penetrate the other's defense in s1 or even s2. That leads the game well into s3, which is a good thing.
(although, a better idea is to make the starting bases only semi-good, but make alternate bases for each team that have all the advantages they want.)