Spoiler
I know PGI is busy developing more content so i decided to drop some ideas, hope they help
Spoiler
Map name: Courtyard
Preferred tile set: River City
The yellow dots represent the spawn points on the map. In this map 2 teams start on the opposite sides of each other. The middle is open where the sides however have cover, meaning most battles take place on the sides rather than the middle due to it having no cover. The side roads are open so that long range and lrms can also be effective but enough cover to not give them the upper hand.
cons: The meta for this map might devolve into nascar-ing across the sides
Map name: Courtyard
Preferred tile set: River City
The yellow dots represent the spawn points on the map. In this map 2 teams start on the opposite sides of each other. The middle is open where the sides however have cover, meaning most battles take place on the sides rather than the middle due to it having no cover. The side roads are open so that long range and lrms can also be effective but enough cover to not give them the upper hand.
cons: The meta for this map might devolve into nascar-ing across the sides
Spoiler
Preferred tile set: HPG manifold
This map is more of a maze meaning the combat will be eratic and random as well as making lights very handy to have. This map has an interesting randomized spawn points, meaning each encounter will be different. The walls are as high as the HPG manifold's but the rooms are open enough for all weapons to be effective.
cons: It might take too long for teams to regroup or not be able to fight each other at all due to it being hard to navigate
Preferred tile set: HPG manifold
This map is more of a maze meaning the combat will be eratic and random as well as making lights very handy to have. This map has an interesting randomized spawn points, meaning each encounter will be different. The walls are as high as the HPG manifold's but the rooms are open enough for all weapons to be effective.
cons: It might take too long for teams to regroup or not be able to fight each other at all due to it being hard to navigate
Spoiler
Preferred tile set: Canyon network
This map is pretty straightforward. Each team start on opposite ends reaching towards the middle to engage. Whats interesting about this map is that each lance is separate from each other and will have to regroup at the center where the combat will take place. It will be up to the designers where to place the cover points on this map
cons: Fast mechs might be too advantageous in this map as they could easily regroup with the main body.
Preferred tile set: Canyon network
This map is pretty straightforward. Each team start on opposite ends reaching towards the middle to engage. Whats interesting about this map is that each lance is separate from each other and will have to regroup at the center where the combat will take place. It will be up to the designers where to place the cover points on this map
cons: Fast mechs might be too advantageous in this map as they could easily regroup with the main body.
Spoiler
Preferred tile set: River city
This map has a destructible bridge. The assets of buildings from river city should be used but not the gritty colors, instead bright blue and green should be used to make the map look clean and new.
cons: It seems like one team has more ground and cover than the other (the designers can choose to add more cover to the other side to compensate).
Preferred tile set: River city
This map has a destructible bridge. The assets of buildings from river city should be used but not the gritty colors, instead bright blue and green should be used to make the map look clean and new.
cons: It seems like one team has more ground and cover than the other (the designers can choose to add more cover to the other side to compensate).
Spoiler
Map name: Triskellion
Preferred tile set: HPG manifold
This map has an interested twist, instead of the usual "everyone go to the center" everyone now starts at the center! The different spawn colors indicate that each lane will be in between an enemy as to avoid everyone rushing 1 lance and stomping them. This means battles are more chaotic and frantic as people try to either move out to cover to regroup or engage each other individually. The center walls are taller than the HPG ones.
cons: The fights might always take at the center or brawlers could be too advantageous
Map name: Triskellion
Preferred tile set: HPG manifold
This map has an interested twist, instead of the usual "everyone go to the center" everyone now starts at the center! The different spawn colors indicate that each lane will be in between an enemy as to avoid everyone rushing 1 lance and stomping them. This means battles are more chaotic and frantic as people try to either move out to cover to regroup or engage each other individually. The center walls are taller than the HPG ones.
cons: The fights might always take at the center or brawlers could be too advantageous
Thoughts?