Reminds me of TC_Seaport and that dusty cityblock map. Map design favors brawlers in the eastern half and wil probably see lots of Assault and Demos late-game; the western half is more open with it's forest and more like a side conflict for the usual Hovercrafts, light and medium Mechs. The Air bases in the western corners are pretty far out, if a seperate cap zone on the height of the middle on in the east is added, players would have more reason to actually move and stay in the western half of the map. The "streets" might be a little too narrow at least for my tastes, not a lot of room to maneuvre.
As for the visual style, it's of course up to personal preferences. to me, the building-like blocky "hills" looks like placeholder for real buildings to me and would look much nicer with actual building models; Of course, placing hundreds of buildings is resource-intensive and tedious. There are maps where a suspension of disbelief is of no concern and they can get away with a more practical style that's second to the gameplay; Prime example would be Acid_KotH. Concourse however aims for a more realistic city style with roads in between, so the placeholder buildings look odd to me.
In front of the IS Hangar is a road sign that's floating a few meters above the ground.
All trees are non-solid, and they exhibit some weird graphic bug up close, looks like their canopies are showing through the trunk.
First of all, I like the landscape with it's mixture of rolling hills and rocky cliffs, should make for balanced gameplay where sniping and brawling are equally viable. The grayish-green grass mixes fairly well with the red-brown cliffs.
The white rocks strewn about look like tombstones, which is cool; however, they all face in the same direction and they are placed rather unrealistically. Rocks tend to gather at the botton om cliffs and not so much on the open fields. On this map, they are equally distributed between hilltops, cliffs and valleys. Furthermore, especially the ones on the hills and next to sheer cliffs look strange because some models are standing upright like a domino whereas they should have tumbled down the hill centuries ago. My suggestion would be to place far less rocks overall and place some groups of rubble next to some cliffs, while putting a few here and there on open spaces to break up the monotony. Because the rocks block movement and weapons fire, it's even more important to clear a lot of them so ground assets don't become stuck in their tracks every few seconds while brawling
Maybe you could also resize some of them so they can act as full cover for mechs.
Oh and btw, I like those Stone Henge-like structures. I think they would serve well as additional markers for the capture zones whic hare so far only indicated by the small bunkers and beacons. If the Stone Henges are actually places in or next to the cap zones, the whole map would be about controlling sites of religous significance or something, which I think is a nice backstory.
The bases seem to be a little lonely where they sit right now, just a small crevice in the mountains with nothing else but the hangar. Some support strucutres like barracks, fances or something would make the whole thing more believable
On a whole, I like this map!
Holy crap, this map is so GREEN! I think I'm flying through the green pastures of Hobbiton! No really, I'm generally not a fan of that clean and green look, to me, a battlefield should be torn, wrecked, blasted and scarred
All those trees might kill some user's machines, and I wonder how viable aeros will be with all that cover available. Brawling will also be made difficult with all those obstacles. The large stretches of concrete approaching the harbour from the main bases are pretty much death zones because the have no cover at all; I can picture LRM boats and snipers camping on the cliffs above, waiting for easy prey. The texture fading between grass and concrete is jaggy, I guess due to the brush size used to paint. Overall, the map looks nice and fairly realistic, but I can't say how welll it will play with that much cover. On the other hand, Scout mechs and ambushers that pop out of the woods and vanish again might have a heyday here.
Last but not least, thanks for taking the time and creating these maps, it's promising work and I'm looking forward to playing on them "for real"! =)