@tatsu your map suggestion is extremely reminiscent of the gpg map Ian's Cross, however your different spawns and overall structure should play somewhat differently.
I would say that the map is a good first effort, but the land rush distance seems to be extremely long, especially for 1v1, and there are a very high quantity of very safe mexes, so I think it would lead to very turtle-y gameplay. My suggestion to improve the map layout would be to create more passages from the lower to the upper ground area and group mexes into more distinct expansions.
@signal_2 As a 5x5, your map has the issue of making hover far too OP. The main base can be directly attacked by hover with very little recourse for the non-hover factions, and as a 5x5 there won't likely be the time or resources to get navy up. You would need to make the water areas have cliffs to prevent hover from entering, but at that point why have the water even? As a 10x10, your map layout becomes more viable, with likely fast action in the middle with some raiding down the flanks, but still the issue of an advantage for hover factions exists, who just have a lot more options to raid. The first suggestion that comes to mind perhaps would be to add a land path around the edges of the map, but that doesn't seem to good either.
@Blodir Generally your map concept seems very well thought out. The reclaim in the middle is distributed in a straight line towards each player, so some of it is "safe" for each player, which is certainly desirable in a 1v1. After going mid, there are multiple seemingly equally viable paths for the player to expand and contest - the safer option in the closer medium reclaim field, the opponent's reclaim field (using the water as safety), and the opponent's forward mexes (again using the water as a safe retreat point), which is good for diversity on a 1v1 map. The 4 mex expansion is also interesting - they are spaced far out like on Emerald Crater, which makes them more difficult to defend with a single PD, but is on raised terrain which imparts a defenders advantage. The back mexes also have a nice mix of safety (if the tight chokes can be secured) and raidability (if units can slip past/air). The cliff area has an interesting dynamic too - one player gets to cliff build up from a location close to his main, but the other player can contest via the ramps that go up to the cliff area, which risks
@Valki it seems to me your map layout has just way too many mexes, and since that's mainly what you've done I won't comment too much further on your specific layout beyond saying that you should reduce the amount of mexes in play. I've thought about using sc2 maps as layouts for maps in faf as well, because it seems like a reasonable idea, but I've found that in general, sc2 maps have far too many chokepoints and tight passageways to be ported over to supcom well. Compare any classic sc2 ladder map with a classic supcom ladder map, and draw the impassable areas onto both. If you look at a map like Open Palms, the actual playable area is very open, with the only impassable areas being the raised central area, the plateaus at the sides, and the mountains behind the base. If you look at Heavy Artillery for example, the map has many impassable walls which form tight narrow passageways. The nature of the games and the unit interactions are just fundamentally different, so the maps in general are fundamentally different, which make them unfit for supcom.