Cursed Hollow. The Battleground the game prefers to foist upon new players, theoretically the 'vanilla' Battleground. I'd argue it's a pretty poor choice for this duty, being one of the oldest Battlegrounds that thus benefits less from the dev team's improving skills at designing the game than most Battlegrounds. Also prone to turning into extended poke wars over the Objective.


Garden of Terror. Another of the game's oldest Battlegrounds, but much different from how it was in the early days. A map where good camping ability is very useful. Unfortunately prone to turning into extended poke wars over the Objective, but much less often than Cursed Hollow.


Blackheart's Bay. Another of the oldest Battlegrounds, probably the one most explicitly focused on Mercenary Camps. Used to have one of the more awkwardly-designed Objectives of the game, prone to creating stalemates where both teams are trying to prevent the other from getting their coins delivered and no progress is being made at all. The current iteration is still flawed, but much less miserable.


Dragon Shire. The last of the oldest Battlegrounds still in circulation, with an unusual Objective that requires a team is able to maintain the edge at three locations simultaneously to leverage it. One of two maps to use the 'Vehicle' mechanic, which is one of the more opaque mechanics of the game.


Sky Temple. My personal pick for 'a relatively generic map to use as the intro map for new players', Sky Temple has no outstanding design jank, is the usual 3 lanes in a roughly standard layout, has the usual range of common Mercenary Camps (Siege Giants, Knights, Boss), and an Objective that pretty consistently moves the game forward, is high-value, but not so high in value that tactics like split-pushing become extremely dubious. It's a nice map! My most serious criticism is that the big Temple Guardian dropping a Regeneration Globe is literally invisible, which gives a stupid edge to players like me who know it does that.


Tomb of the Spider Queen. A compact map whose Objective never forces a proper teamfight, instead putting the attention on being able to safely move close to the enemy's side of the front so you can pick up 'gems' dropped by their Ranged Minions to then pay for activating the Objective. I like it overall, but it's a weird experience with some rough edges.


Battlefield of Eternity. A 2-lane Battleground dominated by its powerful Objective. Said Objective is won by damage-racing the enemy team, thus giving the advantage to teams with superior ability to output damage on Monsters, superior ability to interfere with the enemy team applying damage to their target, and superior ability to bypass such interference from the enemy team.


Infernal Shrines. A 3-lane Battleground whose Objective is won by outputting damage on Monsters, but this time they're a swarm of fragile weaklings that are all hostile to both teams, putting emphasis on area-of-effect attacks and on having a good sense of timing to scoop up kills on Guardians your enemies kindly weakened for you.


Hanamura Temple. A 2-lane Battleground with unique Elite Mercenaries that are not Bosses, with a janky Objective that's prone to extended stalemates and then has a frustratingly weak payout for winning it. In practice most players argue the Sentinels are how you win; I'm not sure they're wrong.


Volskaya Foundry. The other Battleground to use the opaque 'Vehicle' mechanic, with an unconventional Mercenary layout and a powerful Objective centered on keeping control over a specific point for an extended period.


Braxis Holdout. A 2-lane Battleground whose Objective is centered on teams holding two opposite points simultaneously, discouraging ever having a full 5v5 teamfight but encouraging heavy use of rotations. Has one of those rare Objectives where partial success accrues actual benefits: a close loss over the Objective is much less costly than with most Objectives. The nature of its Objective opens it up to being neutered by a team having intense area-of-effect offense.


Warhead Junction. An enormous 3-lane Battleground whose Objective encourages extended 'poke' wars to deny enemy access to its rewards, and which involves simultaneously fighting over multiple points. Has the strongest Boss in the game and one of the weaker Objective rewards, and so matches are often decided by one team getting the Boss late in the match.


Alterac Pass. Another enormous 3-lane map that is often decided by Boss Camps rather than its Objective, but by virtue of it having two respectably strong Boss Camps that are widely-placed, giving certain campers high utility on it, rather than by virtue of having a weak Objective: its Objective is actually quite strong. Has the unique distinction of replacing Cores with Generals, who have no Shield HP but can fully regenerate their regular HP, making it particularly important to do a single decisive push: you can't knock them down to 1% and then finish them with a sloppy second attack.


Towers of Doom. A 3-lane Battleground whose Cores cannot be directly attacked, only harmed through winning Mercenary Camps, winning the Objective, or controlling the entire battlefield. Has the further unique distinction that it has no Keeps, only Forts, and destroying an enemy Fort converts it to your team and empowers the Objective: Forts can be converted back-and-forth unlimitedly. As such, siege damage output is unusually valuable.


Haunted Mines. A long-discontinued Battleground that got added back into the pool, which was supposed to get an overhaul, but then support for the game got cut. It's 2 lanes and with a conceptually interesting Objective involving fighting over resources in an underground mine, but is absolutely one of the weakest designs; I'm a bit furstrated it got added back in with minimal changes.