In my experience Solaris was a step in the right direction, Nascar seem to happen muss less often there. Rubbelite isn't that bad either because of it's height differences.
True corridor maps btw. could have quite some bad implications since fast mechs need some room to maneuver and flank. And if you make the corridor wide enough to allow for this room you will automatically create cover-elements which invite for nascar.
Nascar can happen everywhere regardless on how much you try to avoid it while designing a map. PGI can only try to design maps without too obvious locations. And i think they did quite well in their last maps mentioned above compared to maps like Caustic.
Also keep in mind that while PGI designed quite a lot obvious nascar-maps, most of them are designed at least smart enough to feature shortcuts. And it's not PGI's fault if players refuse to use said shortcuts to stop a nascar that's not in their favor.
Examples:
HPG: The team that takes top to cut corners while the other still nascars will probably win.
Mining: The team that takes top to cut corners while the other still nascars will probably win.
Canyon: The team that utilizes the small top area in D4 to cut corners while the other still nascars will probably win.
Caustic:The team that runs through the volcano's center to cut corners while the other still nascars will probably win.
This image should sum it up, works with most popular nascar-maps:
Edited by Daggett, 17 July 2018 - 07:49 AM.