You are defending these maps complete with their wide open spaces and simplistic, single tier structures that are claustrophobic on the inside? Ok then, I'm done.
You're done because I said something you didn't agree with? I don't get it, but you do you man.
I don't have a problem with T1s maps (though I only played a little of them), but I don't have a problem with T2s maps either. Sorry I missed the memo about two story maps somehow automatically equalling better design. It's actually been a common trend to avoid verticality in map design as a means of limiting the variables a player is exposed to at any one time.
There's a degree to which that it enhances the games skill ceiling, but there's also a degree with which that you add so many variables for the player to acclimate to that the game becomes limited, and players adopt a defensive playstyle as a means of attempting to control those variables themselves.
While people happily post gifs of hi-octain T1 gameplay, if you actually watch matches from Gamebattles on T1, half of these matches seem to take place on the rooftops. With players avoiding running both buildings and the more isolated areas of the maps, essentially maximising their line of sight while minimisizing the sightlines that they are exposed to.
It's interesting to watch actually, because it perhaps underpins some of the other changes such as the removal of Titan shields. At higher levels of play I frequently saw Titans on T1 engaging in near endless mid-long range gunfights, taking turns to drop each others shields and then dropping away, often sitting in a single Titan for the entire round. The way people talk about it with this grass is always greener mentality just doesn't match many of the high level gameplay videos out there, sadly.
Either way, I wasn't saying it was the right decision, I was just saying it wasn't a one sided argument, and that the benefits of arguably more varied map design were something to think of too.
You could say the same about the movement speed. I think Titanfall 2 is analogeous with Street Fighter in that way. SF3 was super fast paced and extremely execution heavy, but it ended up being pretty inaccessible, SFV is the slowest in the series and easier on its execution, but it ended up being a more inviting game. While the skill ceiling is still very high, with top players still performing as they always were, the reduced pacing of the game made the experience more accessible to newcomers and made players feel as though they could get better. You can watch the gameplay of a top player in SFV and think 'Hey, I could do that if I was a little bit better', but in SFIV or SF3, some of the gameplay looks so alien to those at lower levels of play. It's the same with TF, I can see many looking at some of this gameplay from better players and thinking 'Man, I'll never be that good', and slowing things down a little doesn't prevent those top players mastering the new movement systems and performing as top players in the game, but it might make achieving that seem a little more doable to those new to the series.