Liberation Peak Is Missing Something | + A Possible Solution
After spending a fair amount of time on Liberation Peak in the BF6 beta, I’ve noticed that the map essentially funnels troop movement through two main chokepoints. Compared to past Battlefield maps, I feel like Liberation Peak is really close to being perfect, but it’s missing something that would make it stand out. Right now, the flow feels a bit repetitive after multiple matches. Obviously, as more maps are added to the game this will feel less repetitive, but I still think the map could use an additional feature to help break things up and keep matches feeling fresh.
One of the biggest issues is that, if you're on what I believe is the Pax Armata side, players often just sit back and snipe from their base and no one ever breaks past C. If the other team holds that side, you end up getting constantly picked off before you can make progress. It feels unbalanced and a bit stale at times, and I think the map could use something to get things moving.
I believe the map would benefit greatly from an additional route, and specifically, some kind of tunnel or cave system cutting through the mountain left of C or the center rock pillar. This could be something like a mineshaft, a carved military tunnel, or even a natural cavern system. The tunnel could be placed in the middle mountain that separates the map, or to the left of C built into the hillside, giving everyone a way to break through the map and attack to shake everything up a bit.
A good point of reference would be BF4’s Guilin Peaks and BF4’s Giants of Karelia, both of which featured excellent tunnel and cave systems that broke up chokepoints and vertical terrain. Those designs allowed for flanking, surprise attacks, and more varied engagements, which kept matches feeling dynamic.
Maybe this is an L take but I feel the map would benefit from this. Thoughts?