"Caverns"
This battle ground consists entirely of massive underground chambers and caverns. Some were carved out aeons ago by nature, others by a huge Star-League era mining operation. Some of the Caverns are wide open, others are cluttered with debris and abandoned mining machinery. A few have natrual sky lights or artificial lighting, but most are pitch black. The chambers are connected by tunnels, some of which are large enough for two assault mechs to move through shoulder-to-shoulder, others are only large enough for light mechs and the smallest mediums. The map is very three-dimensional, with some larger caverns having multiple levels, and plenty of places for the people smart or quick enough to take the high ground to fire down on the lowly slowpokes. Spot-lights and Nightvision are a Mechwarrior's best friends on this map. Many commander abilties are disabled, except in the parts of the map that are open to the sky. Mineral veins in the walls in some parts of the map interfere with some types of sensors. One or two of the chambers are partially flooded.
"Palace"
This map centers around the enormous compound of some House Lord. The sprawling gardens provide plenty of concealment, and the countless outbuildings provide all the cover a Mechwarrior could ask for. The massive main building is large enough that Light, and Medium mechs can actually pass through some of the main doors and battle it out in the ridiculously huge throne room and dining hall. Several ponds and small lakes scattered across the grounds can be useful for cooling your Mech, and several hills and tall buildings can provide good vantage points for jump-jet equipped mechs.
"Starlight"
This battle takes place in a large(think almost grand-canyon sized), winding canyon on a dark and cold world far from it's star. There is natrual light, but not much(Only natrual light sources would be the stars, and the nearby gas giant). Some parts of the canyon are darker than others thanks to the steep sides. The cold, thin atmosphere of this rock helps cool mechs, and the lower gravity gives jumpers an extra boost. Wily Mechwarriors can blast loose boulders causing them to fall to partially block passages, create cover or even damage enemy mechs. Several small caves and outcrops along the sides of the canyon make for good ambush positions.
"Factory"
This battle takes place inside a sprawling factory complex, some of it indoors, some of it outdoors(For an idea of the scale, think of the Aerospace factory described in one of the recent news posts, or the Boeing Factory in Washington State). The massive hangars, warehouses, and assembly buildings are filled with cover and are large enough for even assault mechs. Outdoors, piles of shipping containers, and smaller outbuildings provide plenty of cover in most areas. Some wall sections in the larger buildings can be blasted away, or just charged through by larger mechs, for those of us with a little of the Kool-Aid Man in us. Some roof sections are also destructible, to open the way for Commanders to call in fire support, or just so you can jump down on that Atlas' head.
Thoughts? Comments? Criticism?
Please fire away with your own ideas, folks.
Edited by Starne, 21 February 2012 - 09:07 AM.