Okay, I've given every map a solid whirl. Random thoughts on those and the game in general.
St. Quentin Scar: My favourite of the maps, as it embodies everything I love about Conquest Large. Just the right size, combing almost every gameplay element (vehicles / infantry) across interesting topography and diverse capture points. Feels like Battlefield at its best, where a million different things could happen at every point depending on how people play.
Monte Grappa: Manages to balance hugely open terrain without being a sniper wonderland thanks to a lot of rocky cover. Not quite as brilliant as Scar but on the right track in terms of size and capture point diversity. Gorgeous, too.
Amiens: Brilliant urban map, again utilising vehicles well so it's not too infantry focused. Definitely has its slaughter fields down streets but doesn't feel like a constant bottleneck thanks to balanced open areas and back alleys. Flows really well, the result being a crazy cinematic, destroyed city conquest match. Chaos, but intense and fair chaos.
Ballroom Blitz: I expected a infantry based interior map, what I got was a huge open conquest match that plays surprisingly well. Definitely a bit more spaced between points, so capturing one point doesn't organically lead to advantages/support for another, but still plays really well. The centralised building capture points is huge and completely avoids gross bottlenecks thanks to its layout, supporting multiple separated entanglements within.
Fao Fortress: It's.....okay, but pretty dull in my opinion, mainly because the edged fortress capture points feel disconnected from the rest of the map, and the huge openness and minimal cover makes it a sniper wonderland. It has its moments, classes/vehicles are viable, but I'm not getting that real zazz I get with better conquest maps. Feels like a one trick pony, if that makes sense.
Sinai Desert: Gonna be honest, the more I play (from the beta) the more I like it. I actually think it flows okay even if the layout could do with some spacing. Definitely feels pretty chaotic at times, but I also feel every class can play a role as long as they know what it is. Urban conflict feels completely different from the outer conflicts, and I think that encounter diversity is a sign of something working.
Empire's Edge: Fucking huge. It's okay, but it's definitely more about the slog between capture points than really tight movement between each one. The conditional effect of fog I think accentuates this, as it blankets the map and MASSIVELY reduces visibility. Assaulting a fortress in the fog is super immersive, but yeah. Lots of travelling, bit of a hike between some points on foot.
Suez: I don't like it. It avoids "bottlenecks" thanks to its open urban environment. But the linear flag layout means the ebb and flow, push of teams tends to always the same. It's just two walls clashing up against each other, outskirts trying to weasel around, and a whole lot of chaotic urban sniper battles. Not a fan, maybe better on different modes and small teams.
Argonne Forest: It's like making a dense forest map and then not making a dense forest map. Very blatantly bottle necked corridors via rock formations and impassable terrain. Chaotic shitfit with 64 players. I can see the appeal if you're a metro/locker fan or manage to break through, but yeah. It's just way, way too small, and too strict/corridor in layout. Pretty huge disappointment to me given the aesthetic. Battlefront's Endor honestly does a better job of interactive forest topography.
I'm actually super happy as a whole with the map quality. Not everything is DICE's conquest large A-game, but I also think some of that has to do with my own taste in type of map layout, and DICE obviously want to offer a bit of diversity in how conquest large maps flow. That being said, a majority of them I'm really happy to keep playing over and over in a server roster. And to DICE's credit none of them feel overly similar. There's a really good diversity here. Argonne and Suez are the only two maps I'd be happy to have scrubbed entirely from conquest large servers. Fao maybe too just because it's a bit boring, and I can see Empire's Edge rounds lasting quite a while (especially if you don't have the full 64 players).
What I'm most happy with for Battlefield 1 though is how well everything just...works. Which is depressing and speaks volumes on DICE's launch consistency, but fuck me Battlefield 4 (and unless I'm misremembering, Battlefield 3 to an extent too) was a clusterfuck at launch. Battlefield is going to have bugs, but I've managed to play through every single map on conquest large with not a single freeze or exit, no significant audio/visual bugs, all game systems functioning as well they should (minus the odd goofball thing here and there), nothing game breaking in the least, and every map played as a match in FULL from start to finish with complete satisfying. Almost everything about the game just comes together exceedingly well straight out of the gate, at least for Conquest 64. The only consistently weird thing I've noticed is obvious lag with flying sometimes, but it's not a major issue at this point and will hopefully be ironed out.
On a purely metagame level, what I'm stoked to see is DICE double down on the infantry aspect of the game as the, I dunno, bread-and-butter of the core game systems. I adore Battlefield 4, but it really feels almost MOBA-like in the huge selection of vehicles and roles, where even in a helicopter or tank you just kinda feel like another thing on the map that could be wiped out in seconds. That's cool, I had a lot of fun. But Battlefield 1 seems to be heavily about infantry being the core of how the game plays, so the gunplay feels really good and most of the maps are accomidating for multiple strategy and class play. The simplification of class gear and equipment means your role is really focused, which in squads and major battles results in everyone kinda working together seamlessly (okay, that's not perfect, and never will be, but you get what I mean). There's less fluff and bulk. And that plays into vehicles too, where their presence on the map is really felt and weighted with power. A tank rolling in or a skilled pilot doing bombing runs feels instrumental in shifting the tide of battle. And that's a really cool feeling that Battlefield 4 did a pretty poor job of creating.
And of course, the whole World War 1 setting works wonders. In reality it's a safe World War 1, encroaching on World War 2, but that's just a result of players knowing modern combat strategies in video games that were a mess during the WW1 period. You can't fully replicate that when the audience is inherently trained otherwise. But it works. The boots-on-ground philosophy is absolutely true here, and gives the game an instantly immersive, historic feel thanks to the aesthetic, settings, and equipment. The quality of effects, especially shifting map weather, leads to some crazy cinematic sequences, all unscripted and simply a result of player involvement. If you've ever watched WW1/WW2 movies you will get countless moments that perfectly replicate the stuff you see in these.
Fucking stoked so far. Everything works. Servers work. Games work. It feels fantastic to play. The maps are mostly favourable. The production values are brilliant. It's been simplified in all the right ways, less bloat. Vehicles have a proper presence and power. I can see myself pouring countless hours into this one.