I guess a lot of people think the buildings placed on the very temporary look of the map are permanent for some reason? @jbregg can change it all out for other buildings if that's more preferable I assume, but I assume it was just to initially get a feel for how the layout of the map works so far (particularly for something that was created in such a short amount of time and ready to be barebones-tested so rapidly after it's basic inception). If anything, I can't say I completely disagree with swapping the buildings out for less used ones, which is a perfectly valid complaint by a lot of folks, but I would say it's more important to get the non-objective-areas ironed out so it's not only ok at the actual objectives. Like fixing the elevators, paths for getting to objective areas, how to progress without it being either too hard or too easy for either the attackers or defenders. Rather than just complain that he placed "too common buildings" what about listing buildings not seen very often and suggest where they might be used or something? For instance; The A-point could benefit from having a big building like the D-point building on Zedek, to be sort of a "gateway" into the mountain-fight, which makes perfect sense as a type of "bastion" to the mountain. B-point could for instance be a modified version of A-point building on Agnathio and be elevated, so it has to be accessed from other buildings (like the phallus-shaped tower the map has), having to first get up the towers, over bridges into the building, take it, and then that building leads to the path going to C (so there are canyons and rifts in the mountain (or maybe lava rivers) that make it required to take before you can progress to C via it, unless you use jump-classes to get over the gaps/lava-rivers to attack B from behind). etc. Just stuff to ACTUALLY give him ideas about what to use and such, rather than just constantly "mimimi reused assets mimimi".. because that doesn't help.