The map I've been analyzing most lately is Frozen City. The wastes on the back edges of the map, the I line and the 9/8 lines are a huge waste of space.
My other criticism of the map is that there are very limited avenues of approach for engagement for mechs. Huge sight lines have basically turned the map from a brawler's paradise to a sniper's haven, leading to peek-a-boo sniping that doesn't allow for other styles of play thanks to the massive sight lines.
What I propose, is that there be multiple obstructions in the 'valley' or 'depression' to the lines of sight, at least enough to mask movement from one side to the other. This is why the new Frozen City isn't as good as it could be.
The River City rework actually works because there's enough LoS obstruction to make going in the water a tactical choice. This is not the case for Frozen City.
Another simpler proposition is starting the teams at either end of the valley instead of the opposing cities, in the grids C3, C4, and C5, and for the opposite team, G3, G4, and G5. The present spawns simply don't allow for other styles of play aside from long-range.
More terrain features should also be in the D4 quadrant. If there were avenues for movement in the depression itself, the snipers would still be able to fire over the top of it, but may not be able to all fire down into the depression.
Since maps are generally out of one group's control, brawling styles of play are excluded from being viable on this map. At least in Polar Highlands, the avenues of approach are shielded because the depressions and hills are just high enough to conceal movement for all but the tallest of mechs.
Edited by Vaskadar, 22 July 2016 - 12:04 PM.

























