1. Open up Left side a little more.
![Posted Image](http://i.imgur.com/L5DnPs0.jpg)
So if we are the attackers facing the base, the left gate (Alpha) has some very narrow paths at C4. It's difficult for players to move through it without getting chewed apart by the enemy team or trapping 2/3 of your teammates if you stop to shoot. I would open that up a little more giving attackers a little more breathing room to move and shoot back. Just make it a little better for 12 players to move about.
2. Smooth out the cliffs for jumpjetting mechs
![Posted Image](http://i.imgur.com/pTFZuUl.jpg)
The little square rocks make jumpjetting up that cliff more difficult then it should. If you try jumping vertically they will catch you. Mechs jumpjetting up here and assaulting the base this way should be encouraged because it adds more strategic depth to the push. Not just here, but I think you should smooth out the cliffs all along the gates.
3. Pull back this Out of Bounds Line
![Posted Image](http://i.imgur.com/BAFL3Yf.jpg)
I have seen soooo many players suicide here accidentally at the start of the match because they weren't paying attention. It's an uncessary noob-trap. Just move the boundary out farther.
Anyway, I think Grim Portico would be a pretty balanced map if you guys could make the gate-push a little less harrowing. This is something you should make a point of focus when you go back and adjust all these faction play maps. Pushing the gates shouldn't be uncontested, but it also shouldn't be 12 defenders sitting in a firing line demolishing attackers as they push through a choke-point 2-3 at a time.