Gallows is an original and more competitive approach to the otherwise casual playstyle that is squads.
Sacrificing the majority of aesthetic complexity, Gallows is a map you likely won't be impressed by the looks of. However, that's not all bad as my object count was focused on getting the most out of the design while maintaining easily noticable land marks for awareness and call outs.
Instead of forcing infantry into an open, boring wasteland dominated by vehicles, Gallows has a tight center scaled for small player counts to keep infantry in the actions as much as possible with 5v5 even when players are planking with the hogs. A mixture of long and short sightlines force you to carefully choose between which battles you want to take and which to call out to your teamate when making a push. The several hog circuits and intersections are rather strict on the inside encouraging you to drive more infantry populated routes when you want to rack up the kills while the outer ones allow for more breathing room and harder to predict pathing when wanting to move the flag or regroup.
Drivers with skill will have the advantage by noticing and exicuting some of the not so obvious paths throughout the more linear areas by out manuvaring lesser skilled opponants. (check video.) And on the other side of things, players that are better on foot players will likely need to play a few times before learning the various line of sight trades of the vertical segmentation and tacticle jumps in the map.
Though I've had little time to test and polish the map due to my current situations and XBL subscription running out, I'm quite content with the final layout at least. Thanks for taking a look ad good luck to anyone else entering the MYM contest!