These shots show the lay of the land a bit better. I think the problem with many DOD maps is that often it is too easy for an MG to control the map. I've played online where it was literaly impossible to move forward due to the other team placing a number of MG's around the place. There's nothing wrong with that of course, but it can get a bit tedious and annoying.
The ground is fairly open in the map, allowing for good fields of fire for MG's. The distance factor also makes it somewhat better for MG's, who aren't on the firing line as much. As the new screens show however, it isn't biased towards them. There are tenches for safe movement, and plenty of mortar craters for cover when moving over open ground. The distance also works against the MG's, as they are less accurate over distance. Over all the effect should be that the MG's can cover the map with a fair amount of accuracy, but not enough so they dominate the map.
The cfg file will also limit the player classes to even it out further, with no snipers allowed on either team. The axis will have 4 MG's, compared to the allies 2. The axis will have no heavy assault and a limited number of unterofficers, where as the allies will have a limited number of heavy assault.
This Pic illustrates the use of craters for gaps in hedge rows, allowing for some cover when running through.