I have made a map which I feel should be used for Ranked MP after a little tweaking. Spoiler: Old Version (V1.0) Picture Screen shot of it while in editor mode. The Corners to the left and right are good for wizards to stay at safe distance. You can always get in melee range and be safe from bashes if approaching from the right angle. Please post your opinion on what should be changed or that it is good as is.
New Update to the map. Spoiler: Old Version (V2.0) picture Screen shot of it while in editor mode. Update features: different difficult terrain placements. Update notes: expanded the safe zones for wizards so they can aim at all 4 center squares while in the safe zone.
Polished the map. Spoiler: Old Version (V2.1) picture Screen shot of it while in editor mode. Update features: added lower doodads.
New Update to the map. Spoiler: Old Version (V3.0) picture Screen shot of it while in editor mode. Update features: added some difficult terrain around the center. Update notes: Improves high mobility's usefulness. Also nerfs charges.
New Update to the map. Screen shot of it while in editor mode. Update features: changed some blocking terrain to impassable terrain. Update notes: you can now see all 4 victory squares while standing in a single spot in the safe zone. Also gives generally more vision. Increases stab possibilities.
Hmm... I liked the blocking terrain better than this new, open version, but I understand why you made the change. Is there a way to mess with the sight-lines so that there are two squares a Walk or Run appart, that, between them, have a clear view of the entire VP, but so that each of the two squares misses at least one of them? That way, anyone at the VP isn't just a sitting duck for wizards, but you can have a little bit of shuffling in and out of sight to keep people entertained. Maybe adding a single piece of blocking terrain along the left-right axis, such that traveling outward from the center, it would be VP, Open, Blocking, Impassible, Open, Open, Open, Map Edge? (if that description even makes any sense). It's not a perfect solution, but this current setup leaves the wizard matchup downright boring - you sit in one spot and blast until someone comes to get you. Similarly, a wizard in the center could blast both outer areas with impunity. I'm interested to see what you come up with! Best of luck!
Charge is a rare enough occurrence I'm not sure why you'd try to nerf it. I'm all for the added variety of play. Also it's difficult to set up and is pretty hard not to telegraph, if someone can pull it off I always consider it a quality play. Just my two cents.
That was not intended but was something I should mention with the update. But I do agree charges are weak on this map.
Polished the map Screen shot of it while in editor mode. Update features: added doodads around the water and added bones and broken bricks.