Great map. Love the details. It brings up a few issues though.
Certain mechs, due to not having back walls to their cockpits, reveal glaring sunlight that passes through the backside of the cockpit and bounces all over the consoles while walking; especially on the Awesomes. Annoys the crap out of me in my Pretty Baby.
The maps all use the same grid system and not fully. So one grid square in Forest Colony covers a tiny space where one grid square in Alpine or Tourmaline Desert it may as well be 1,500 meters or more (about half of Forest Colony in size). Makes the grid system about worthless and the comparison in size very difficult to judge when looking at the command map.
I love how -- since PGI has not had the chance to dillute it with the dozens of really gritty and terrible filters -- colorful everything is in terms of mechs. A lime green looks lime green rather than just 'green', I can really tell the difference between my duller color choices compared to merc company's more expensive, brighter colors. That's good. In previous maps such as Frozen City, blue looks black. Black looks black. Pink looks red. Red looks red. Orange looks red. Yellow looks red. You get the idea. Here, colors look like colors. I like that. Don't you DARE put any of those crappy filters on this map. They make the game look like crap.
That said, in case if PGI does do that, enjoy some shots taken at very high settings.

Any other map, this Jade Dragon paint job would look like Basic Green. Atrocious. Here, it looks awesome.

Can't wait for tesselation.

Star gate anyone?

Reminds me of the Desert Concept Art released back in Closed Beta. But with more black and no lava.

Texture quality isn't even all around, but certainly more consistant than existing maps.

It's really beginning to look like a next gen game.

I'm hoping that eventually some of these spikey rocks could be ripped through over time so that cover isn't permanent.
Weapons fire in the distance.
Makes me wonder if an urban map could be this big.
My favorite thing about this map is that it's not flat. My second favorite thing is PGI hasn't dilluted it with thousands of lousy filters. Let's keep it that way.