PRSP doesn't use client.zips,
the muttrah client.zip is over 60mb (it contains things like the texture for the ground)
the server.zip is almost 2mb.
This means is supereasily distributable. Instead of taking up hundreds of extra Mb, straying in to Gb.
Thus if utilised it would be a reasonable proposal to make multiple maps for the same client.zips. These could included different assets, but more importantly different ambiance, even some different statics.
My prefered way of using this would be 'day 2' scenarios, e.g. adding burning vehicle wrecks, different flag arrangements, different assets, and stuff to make the battlefield feel like there was heavy fighting the previous day.
To demonstrate how much you can change the ambiance of a map I've made a couple of videos, original Barracuda showcased in the lovely PRSP, and my own version of barracuda that I made to learn how to use the editor. (Ignore that I've put Brits on it, thats just for me, tis a blast on PRSP) The only non-server.zip file modified by the new cuda is the skydome texture, which is selfcontained in the map folder anyway, so same difference.
Op_Barra PRSP exempar appearance - Xfire Video
Op_Barra Modification exemplar - Xfire Video
What would this mean for PR?
The weakness of PR imo is repitition. Each map is fun and varied, but if you play it even sparingly you're going to have played them many many times between release dates of new maps. This imo is one of the major causes of vet players leaving the game.
If there were mutiple versions of maps each giving both a different visual and differnet gameplay experience it would increase PRs longevity.




