Posted 02 June 2013 - 03:11 AM
I'm not so fond of this map.
The bottom ravines tend to channel players into predictable paths, while the middle tier is very exposed; cover's not that prevalent on the middle tier. Top tier doesn't feel very usable. The ability for mechs (of various weight classes) to surmount the berms also feels random; some places you can, some places you can't.
The ravines also are very predictable and doesn't interconnect enough for lights to make hit-and-runs -- currently, if a mech tries to cross-connect, they basically have to travel to the far side and then they might as well cap the base. I had a triple base-swap run last night, when my group dropped into Canyon three times. Both teams just made runs on either side for the opposing base, so it's like River City, except with garbage.
Also, because of the closeness of the maglev base to Devil's Peak (C3 rock formation), it's very predictable for that team to seize that high ground and fight around it. The opposing team will either go to the Garbage Dump to open a ranged engagement, or the other side for a base run. So far, I've seen very little variation on this (to be fair, Alpine and Tourmaline doesn't see much variation either).
I like the colour tone, the neutral temperature effect and the overall ambiance, and that I actually can't smell the garbage dump. However, fighting over this map is more of a chore than I like. Actually, shooting's fine. Driving around in this map is the chore.