What if they took both maps, divided them separately into two additional maps making Alpine 1 & 2 and Forest Colony 1&2 sub maps.
Alternatively even 3 if keeping also the large version in the rotation with the new two smaller ones, or even four smaller ones for that matter changing up things if one would quarter up the largest maps, and even more doing all of it.
Now:
- Alpine, Huge.
- Forest Colony, Huge
Halve(H) the huge maps and add them to the circulation instead.
- Alpine H1, Big
- Alpine H2, Big
- Forest Colony H1, Big
- Forest Colony H2, Big
Quarter(Q) the huge maps and add them into the circulation instead.
- Alpine Q1, Medium
- Alpine Q2, Medium
- Alpine Q3, Medium
- Alpine Q4, Medium
- Forest Colony Q1, Medium
- Forest Colony Q2, Medium
- Forest Colony Q3, Medium
- Forest Colony Q4, Medium
Essentially all of the above and what exists now put into circulation.
- Alpine, Huge.
- Forest Colony, Huge
- Alpine H1, Big
- Alpine H2, Big
- Forest Colony H1, Big
- Forest Colony H2, Big
- Alpine Q1, Medium
- Alpine Q2, Medium
- Alpine Q3, Medium
- Alpine Q4, Medium
- Forest Colony Q1, Medium
- Forest Colony Q2, Medium
- Forest Colony Q3, Medium
- Forest Colony Q4, Medium
Not only would the downsizing of the maps then offer more combat variation and gameplay with extremely minor work, they also would also add more assault friendly maps overall for the pug queue, whilst still keeping the rarer huge maps as interesting flavour. Even the quartered maps of the exceptionally huge maps would still be acceptably sizeable, but making sizes vary greatly would also add interesting dynamic properties to consider in one's build, I think keeping the huge maps is a desirable thing even when considering mechs builds, being slow and heavy should have drawbacks of mobility, and where else is this noticeable than on huge maps, normalising the game isn't a good idea at all.
This could also be done to all of the moderately larger sized maps, halving them for instance and allowing them to be used as individual maps, River city for is a good example of a map which could be split into two versions/sides, Terra therma could easily be expanded into a less tower assault version and halved, moving combat into previously largely unexplored areas of the maps by simply limiting and downsizing the maps.
Another way to accomplish this is to create dynamic map boundaries for each game upon creation, in my opinion the superior solution, creating "confrontations" in different areas of any map, although I doubt PGI are interested in exploring such development, it would require significantly more work than simply cropping old maps.
I simply don't like the idea of reducing or staying on a stagnated number of maps when we could have so many different ones so easily.
Disclaimer: Don't take examples too literally in this presented text, this is a suggestion of a concept and a discussion of said concept, nothing else, not a ready to implement design of anything; If something does not seem to instantly work out think of a way it can and assume the intention is to make it work in the end.