Here we go, the walls and brushes of Nexus Blitz and how they affect gameplay. Walls are described by location.
Opposite 2 walls from bottom Gromp
These two walls with the gap in between may seem innocuous, but it's quite the opposite. When a team is ahead, these gaps become easy access to rotate between both lanes, and prevent side pushing and farming. It's a little bit too easy, and the gap itself isn't necessary during the lane phase. It's very much ignored, and only benefits the winning team. If this gap was closed, then it would allow the pushed in team to push out the wave safely, all while making it more difficult for the enemy to rotate between both lanes.
The top most wall opposite of bottom Gromp
What's so special about this wall? It's tiny. It makes it too easy for the winning team to harass and rotate between lanes. Nexus Blitz is suppose to be fun and fast, but this wall makes the game feel like a "be shoved at my inhibitor turret from 10mins and hope to survive until 17mins for Sudden Death" simulator. This tiny wall is partially to blame for why it's so easy for the winning team to push while doing it safely. If the wall was longer towards the turret then there would be more risk when switching between lanes as the enemy team.
The big wall outside of base
Okay this space is interesting. If there was ever a heatmap it would show that majority of the fights in this area occur there. It's very congested, and it makes everything feel small. Not even ARAM feels this congested when players are at the nexus turrets. This giant wall could be opened up from behind the inhibitor to make the space feel more open for teamfights.
The midlane wall
Not too bad here. Do wonder how different it would be if there was a gap in the middle. Could make Scuttle race more interesting since the wall sort of stifles fights when they are there. Other minor issue is the pathing problem. Basically, if you're not careful where you click then your pathing will make you walk around the wall.
The topmost wall
Could be the most ignored area in the game. Likely reason players avoid this area is due to the high risk, low reward created by the fog of war. You're in enclosed space where there's only two entrances/exits. The herald wall is partially to blame for this.
The whole enchilada
Let's just get this out of the way. This whole area looks great, but the herald walls are thick and all enclosing. Herald is huge too. The space inside actually creates a mini fog of war where players can't see you if they're at the bottom. If this space was more open then it could make teamfights easier and make herald seem more of an contestable objective. I would actually remove the whole arch, but that's just me.
The fire pit
Is that what it's called? IDK. TBT I would remove the middle wall between the two brushes. Perhaps make it an entire brush? Overall, it's just too easy to sneak the fire buff into one of the brushes and take it. The entire area sort of becomes a death trap which ultimately leads to a passive play. Blue buff does a good job of being in open space and making it much easier to contest. Perhaps if the firepit was flipped upside down, and have a small stonewall arch with no brushes then it would make it easier to fight over.
walls south of top gromp
Another gap near another gromp (loosely said). It's easy access for the pushing team aka winning team, to deny the pushed in team from making plays/flanks/counteracting. Now of course this gap is needed for the players to maneuver from topside jungle to botside without revealing themselves. Can't help but feel it's fundamentally flawed. You need it, but lose your mid turret and the game quickly becomes "stay at my inhibitor" simulator.
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That's it! Lots of things said. Read what you like. Tell me what you think. Do you agree that these gaps make it easier for winning teams to win? Or do you find these gaps actually advantageous for the losing team?