(whoops, typo)
Share your thoughts, the map is included. (updated with legend)
I've been to the training grounds and I have some ideas on how this map could be revamped.
I moved this to Feature Suggestions from the Patch Archive Forum, because I assume it applies under both. Taking into account the devs haven't bumped it yet, plus it already is classified as feedback on the map they're currently planning to revise, plus2x here it'll reach more people. I hope that's ok PGI.
First to utilize more space, the boundaries should be scaled back. Rarely do I ever see players in using the mountain peaks from K3 ALL THE WAY AROUND up north, behind the antenna relay station, and behind the enclosed base at G12/13. I used a bj-3 to go up those mountains and I guessed that the mountains were that steep for presentation purposes. Now, frankfully Alpine is a big map. But in the long run, it prevented how many different battles could take place, causing maps to ruin some games for some people. Specifically those with only Short-range builds.
So to compensate I'd use some editor tools to flatten out themountain stretch K3-G13 to make space for more in-land mountains, additional camp-bases, ridges, even tunnels inside the mountain to emphasize more flanking the CQC guys.
Specifically,G4 to E6 diagonally could be an extra camp. slightly connected to the Sigma base. And the F6 co-ordinate could be raised along towards flattened D6. But generally this camp would still be at a higher altitude than Sigma-base.
E7-D7 could be turned into a drop/clearing changing the dynamic of flanking through the E9-corridor into a crazy bottleneck. BUT. TO alleviate pain, turn d8-d9-e9'scliff edge into a ridge (1 or 2 paths that lights can actually use to spot targets from on either side accessible from both sides.
The H12-I12 mountain is very interesting. If players could access the top of the mountain by a small climbable slope from Gamma-base, then the mountain can be used for flanking. That and tunnels can be added to it by cutting into the bottom. Connecting G12 to I12 together through some say? An underground mechlab?
And the very south part of the map, there could be a canyon that provide more opportunities for flanking and short range fights. In other words the short hills would be turn into an abyss of canyons from K4 to K10. Just an idea I had that would give variety to the map. Plus it would could eventually connect the Sigma and J12 bases together. A good Conquest route in my opinion, ie. the last survioring Jenner running through it for a cap win, and then... an Ilya shows up to alpha 3 LBXs in it's bulgy CT. Boom, great ending. And it'd make use of M7. Really what's the point of that loop down there?
EDIT: I have a photobucket account now, so here are the changes I meant to propose last time on this thread. Please PGI consider talking about previous content next townhall ( old maps ;
LEGEND:
Green splotches: Sink terrain
Orange blotches: New clearings
Red lines: New intended mech attacking "traffic"
Blue lines: New intended mech defensive "traffic"
Dotted-Dark Red lines: Underground passages
Green lines: (THICK) Frozen land bridges connecting mountains to other mountains
Light Purple Blobs: Possible new bases to defend
Dark Purple Dots: New structures (stalagmites/tites, base blockades)
Yellow lines: Possible CW gates
Black barriers: Meant to isolate base defenders inside, and attackers outside. Meant to make CW possible in the form of adding walls to breachable openings in drooping sections of mountains. But still not block vantage points for defenders.
Blue splotches: Proposed new mountains

Example of the green lines/ ice bridges connecting mountains together:

Edited by Zephonarch II, 21 December 2014 - 12:27 PM.