I'm really happy to see some attention towards Faction Warfare after maps and their issues (one of the most important aspects of FW) were not touched upon during the round table!
Critical feedback:
- Remove the broken spot where you can hit a generator from way outside the base.
- Attacker spawns are too far apart from each other, which can make it very easy for a coordinated team pushing out of the base to isolate a spawn location and pick up a few free kills
- Attacker spawns are too far from the gates- but this applies to literally every FW map, where you'll spend 5 minutes per game just walking or waiting for the other team to- and this sucks.
- Defenders have limited options for locating themselves to shoot people running through the gate. Basically you either stand in the middle towards Omega where there are 3 clear lanes, or you stand on the hill. That makes this a much more attacker sided map than most.
- Related to the previous point, once attackers are through the gate their attack paths are very distinct (with the exception of mechs with many jump jets). More ability to move between these attack lanes for both attackers and defenders would be beneficial.
- The area between the open front and Omega cannon is very tightly clustered.
- Trees shouldn't be bigger than heavy mechs. They're nice for cosmetic flavor, but when they start legitimately impacting my ability to play the game and aim, they detract significantly from the experience.
- Defenders have high ground at their spawn that's very defensible! This makes spawncamping very difficult as attackers and makes games more fair. They also are quickly able to get in range to hit enemies attacking Omega, which is crucial.
- The gates are near enough to each other and have decent line of sight between them, so a simultaneous attack through both gates is actually somewhat viable.
- Some portions of the map (probably slightly too many, though) can only be utilized effectively by mechs with jump jets, like the raised helipads and some of the mountains inside the base.
- Areas from outside of the base with slight cover can be utilized for poking at defenders, allowing covering/suppressive fire rather than just a mad rush through the gate.