Posted 26 May 2016 - 02:25 PM

I'll keep to your format, but I will say that most of this feedback can be seen as general feedback for all of the levels. As Bog has some really good examples of what works and what doesn't in an MWO map.- High vertical terrain give's mechs with Multiple 5+ JJ's not only a purpose, but a map where they can thrive and not just in some Niche way.- Many platforms only accessible through high JJ counts that actually give you room to move and have varied terrain in of themselves. Many other maps suffer from most "high verticle peaks" being nothing more then the tops of buildings that mostly just provide a giant "shoot me here" pedestal then something that could actually be used. Bog does a good job of having USABLE space that only mechs with high JJ count numbers can get to. (One issue with the game being that when customized, most won't go past 2 JJ's since bog is literally the only map where high JJ counts are seen as a boon on the map. It would be great if this lesson was taken to other maps.)- The C4- C5 area. This area provides lots of tactical options. From the ground, there is a lot of clutter that allows mechs to advance into brawling range, but if a mech was to jump and take high ground or claim a hill, they have mostly open sniper lanes of fire for long range engagements. So the engagement heavily depends on how both opponents engage. Other areas of the map are more cut and dry given the pitfalls the map tends to have. But the C4 -C5 area is defiantly a strong point.- No dominant play style.There are equal opportunities for the map to be a long range snipe fest as it can be a predominantly brawling map. there are a multitude of things that work on the map (with the exception of heavy LRM play,) that comes down to how both sides manuver and play rather then what they simply brought to the field. (like you see on Alpine or Polar Highlands maps.)- FUNNEL MAPS. Sorry, I'm going to go into a bit of a rant here. But one of the biggest pitfalls of MANY MWO maps from many players perspectives is how the maps are built to funnel you into pre-determined locations and actually provide "LESS" tactical options the more you advance up the map rather then expand the options available to you. Bog is a good example of this. There is more playable area in the rear of the map then there is in the middle of the map, so while you can spawn across a wide area, most of the engagements of the map will ALWAYS revolve around a single grid space's worth of usable space in the map.Bog is actually one of the maps where you can physically see this in its design. there are about 3 grid space's worth of usable space in the back line, but the second you get closer to the middle, it constricts the map almost an entire grid space by having the E5 area completely walled off to where you are ALWAYS going to fight over the central c4-d4 hill.This is an almost infuriating part of MWO's map design up until this point where you have a vast, expansive back field that naturally starts constricting you into a limited areas of the map that it is unavoidable to not engage in. So matches then become a stale "who controls feature x" fight because there is little else they can do about it.In this case, the C4-D4 hill. Everything in the map revolves around dealing with that hill. Because controlling that hill means you control everything on the map. Controlling both sides of that hill means you have clear firing lines to lock down the north and south area's of the map with nearly no alternatives for counter play on the map.I REALLY hope that this is the biggest takeaway with this feedback that you guys receive, because nearly everyone I've talked to is sad that the natural funnels you see on maps like bog, River city, Forest Colony, Frozen City, Crimson straight and a few other maps squanders the vast open engagement areas of the rear by seeing the middle of the map provide the LEAST around of tactical options and varied engagements because there is no opportunity to play around certain features when walls, or other areas just funnel you into pre-determined 1-2 grid space zones that everyone needs to play around.Players want the tactical options available to them to EXPAND the farther up the map they go to promote more varried engagements. Many of MWO maps "constrict" your options through their map / funnel designs that sees "wider" playable space in the backfield that never gets used because you pretty much have to deal with getting around the features that the map "funnels" you around to begin with.- Lanes.While I understand that Lanes are a core part of level design flow, many MWO maps kinda beat you over the head by having these lanes be a hard decision at the exact center of the map. In Bog's case, its either going through the B3 corridor, the C4 Corridor, or the D4 corridor.Those are your options, and you have to deal with it one way or another.Again, the fact that there are more varied /nuanced options in the back field rather then the big binary features in the mid field sees a constriction of strategies as you advance up to the mid point of the map rather then more opportunities open up to the player.Also, if you guys do indeed make "low ground" paths, try to understand that these are essentially dead space on the map unless there is either an objection based reason to be down there, or it provides interesting ways to play / counter dominant play styles. Presently, the low ground is not that helpful because everyone just fights over c4 /d4 hill anyways, which the low ground does not provide any usable form of counter play against. So while its good for flanks in some cases, in most, its just unused space.- Central terrain features.D4 / C4 hill is too dominant on the map with very little ways to counter play around it. This is a common theme across many mwo maps where controlling the central terrain feature gives you a dominant position on the map. And Bog is no different. While central terrain features are unavoidable sometimes, there should always be a give and take to their use. The central "stage" of Tourmaline Desert is a good example of a central feature, that still has a good amount of counter play around it because while controlling it can be important, there are ways you can play around it.- The stairsYour going to get this a lot, but its really tough to climb those stairs for most mechs and is very annoying to deal with.- East side dominance.The fact that the east side gets easy access to BOTH of the hills in the center gives them a VERY dominating advantage in many game modes on this map (especially domination.)Will list more if I can think of any, but thanks for looking into these.Good luck.

Edited by SpiralFace, 27 May 2016 - 08:41 AM.