Forum Discussion
I also did a layout for the map feedback thread.
This one is closer to the original layout with the same number of capture points, but I've relocated capture points / zones so there is more street fighting in the bottom right hand corner, whilst also adjusting capture points in the top left hand corner slightly so the fighting between the ground level points is closer together with A2 located to an external plaza and giving some space for the spawn points for the top of the skyscraper.
I also suggested a service passage connecting the tunnel to D, and adding in a ground floor interior to one of the larger buildings for C2 so there would be more fighting between the larger buildings and on the streets rather than in the park.
My issue with the layout proposed by Dice is they end up cutting off half the map and relocate the Russian spawn near where G currently is, thereby further reducing the actual streetscape area being played on (because there will now be a boundary for the Russian base spawn). We want more streetscape action, not less.
The layouts proposed in this thread are good by providing multiple layouts using different parts of the map. The problem is if Dice don't provide multiple variants for the same map on the same mode (ie only one 128 player conquest variant, only one 64 player conquest variant), then we end up losing a large portion of the map.
MMFA: Make maps fresh again!