From my understanding PGI frankly wastes alot of time in their map making processes
http://www.penny-arc...am-creates-worl
Don't get me wrong i LOVE their attention to detail (with how long they take and how many graphic artists they have it better be pretty)
But at this point they should have a formula developed so they would already KNOW if a map meets most of their expected critera. for example

Every aspect they say is very important in each map they should already know what stats are acceptable and which aren't.
This should be something that they could even plug some numbers into a damn excel worksheet and figure out acceptable dimensions for a map based on the basic geometric shape they are looking for and the type of gameplay they are expecting.
They should have all the numbers they could ever need to calculate any possible scenario they want to include.
I was about to go into a lot of details on this but if someone reading this doesnt already understand my meaning they never will. The most i will say is that the entire design of maps that are well designed and balanced is nothing more then alot of numbers and calculations. From there it is just a matter of making it look pretty.
If they haven't figured this out and created a map maker for at least use in house to accomplish this then they have wasted a lot of time and money.
oh and frankly given enough data i could quickly and easily produce a damn excel file that if you tell it general shape of the map you want, what size you want and play style you want it could tell you where to place cover, how large the cover should be, where "main paths" should go, what incline a path should be to encourage/discourage its use by a mech type (or to increase/decrease travel times) etc etc.
or flip side you can put in information on your current map and it will tell you how balanced it is for each factor you are looking at. Even advise how to improve it.
Edited by Ph30nix, 16 August 2014 - 01:17 PM.