I was actually the terrainer on this map back in the day. The terrain itself was tiny compared to most AoS maps and the plan was to encourage constant combat and being able to figure out where there were strengths to be pushed and weaknesses to be avoided very quickly and dynamically. However, it also made the lanes very short (particularly with four bases) which allowed less time for units to really press their elemental advantage.
Dusk, Erwt, and myself unfortunately never got much further than concepts, icons and a few drafts of the terrain. I think that some of the things that Blake mentions are certainly true in that the elemental abilities of heroes countering one another makes the element switching on units far less viable. If what we were encouraging was hero combat (and we certainly were with the small map), having the heroes with innate advantages over one another seems like it diverges from the idea of dynamically shifting advantages/disadvantages.
Ultimately, I would have loved to see how the map played out if it had gotten past the conceptual stage. There was a lot of outside the box thinking done on this one (another idea that was incorporated into one of the terrain drafts was having no fountains inside the bases and one exclusively in the center of the map) and I think a period of thorough testing to figure out which were good ones and which just conflicted with the concept would have produced a pretty awesome map.
Phoxwell