I've been trying to make this map for a while now, but I'm an epic failure when it comes to drawing/heightmap - drawing has never been my thing really =/.
I've tried to get hrmph to do it - he liked the concept a lot and said he would give it a try... after renewing L3DT, of course - hrmph being the lazy boy he is won't ever get it done, he told me I might as well learn to map =P.
So here it is, any mapper who feels like doing it - please do tell me.
Here's the rough concept :

Here's an explanation :
Black : Amphibious-trenches , for amphibious units.
The water should be deep enough to allow amphibious units to be submerged in the water but at the same time, the water should be shallow enough to allow EASY climbing into shores/coming out of crossing points - to prevent "I maek d-fens lozl!".
Keep in mind that these trenches must be large enough for packs of amphib units (at least a triton in 1 row), as large as possible - without allowing the player to build a shipyard, ships are a big fat NONO.
Dark Grey : Shallows, acts as climbing points over the map for amphibious units and as bridges for all other units, height difference between this and the amphibious trenches shouldn't be much - as stated above, at the same time the height difference between the shallows and the mainland should be as a little as possible - to prevent defenses gaining advantage yet again.
Grey : Mainland, height difference between this and the shallows shouldn't be big - to prevent defenses having extreme advantage. the mapper who would be up for this challenge is free to add a few small / pimple hills if he wants.
White : Natural mountains / fort walls / whatever, acts as base perimeter, only spiders may climb this.
Light Grey : Hills that gradually increase/decrease in size, forming a Kbot-only path to a small plateau located on the perimeter - The "stair-hills" should be as smooth as possible, without a lot of height diffrence between the perimeter and hills - to allow smooth climbing of kbots, denial of usage for everything non-kbot/air and to prevent defenses (if orchestrated on the plateau) from having a large advantage over the attacker.
The plateau's purpose is as a gathering area for the attacker/d-fens point for defender.
Keep in mind that the plateaus aren't drawn on the concept - it is up to YOU, the mapper, to put them in feasible locations.
List-of-things-the-mapper-must-do
1. Make a proper "Base" location, the ones in the concept are random.
Keep in mind that each base must have TWO wide-open entrances, TWO sneak "kbot attack" entrance and ONE or TWO Amphibious trenches / shoreline paths.
2. Draw shores =P, they're not drawn on the concept.
3. Amphibious trenches have to be plentiful - like in the concept, but my concept is rather messy - you'll have to plan a clean layout for the trenches =).
4. Every trench must at least connect to another trench path - forming a "network" of trenches.
5. OPTIONAL : 3 Mini-bases in the center.
Map's size :
Debatable, I'm thinking 16x16 or 20x20 - leaning more on 20x20.
Map's goals :
1. To open up every possible way of attacking.
2. Moderately fast-paced gameplay by having moderate amounts of metal and an emphasis on expansion.
3. Ideally 3v3 but possible up to 6v6! (2 in each base).
Controversial thought :
Packing in "disabled" depthcharge launchers and torpedo launchers with the map (ala cow style) to prevent locking of amphib trenches using huge amounts of DPs/TLs in baseline.
That is all.
Complex?
Yes.
Hard?
Absolutely.
Epic winrar?
DEFINITELY!
I await ye' replies.
Send PM/Post in thread/Contact me in lobby if you have any questions.
Lobby name : [LCC]Fox[DT] / TwoTired.
