Interesting...
Meant for top right vs bottom left. It's sort of an inversion of tropical...where tropical has a figure-8 of water around land in the middle, this has a figure-8 of land around water in the middle.
I like the basic idea. My only criticism is with the metal layout.
First and foremost, you have mex spots on shallows. UW mex can't be built on that depth of water, so you have to make little pockets of deep water for them ala tempest. No biggie.
I like the 3-mex starting point layout, but when it comes to expansion, things get a bit hairy. I will describe the layout from the top right corner's team.
The leftmost player there is meant to expand to the left, and has 7 basically uncontested mex there for him to claim. These 7 mex are very far away from the enemy team. Only one is attackable by sea. They all have only have one land route to them from the south that is easily defensible due to shallows. The map will split top vs. bottom almost every game I'm willing to bet, with this leftmost player getting the lion's share of metal for his team.
The bottom-right player is meant to go ships/hovers due to the UW mex spot as well as the easily defensible cove. There are 7 mex in the north ocean, all of which are extremely spread out. Construction ships are extremely slow, so expansion to these mex is difficult, markedly because of early scout boat attacks.
The middle player I assume is a sea/land flex spot. This spot is probably best utilized by a land player expanding straight south. This player has it rough, however. The mex they expand to are all in the middle of the map on the front lines. Almost all are attackable by sea. Furthermore, the land player they will be fighting on their front has the lion's share of easily defensible mex for the other team. I expect the land player expanding to these mex to be run over consistently.
The top-right player is assumed air-start with no mex to expand to, but this works out just fine due to airdrop or mm economy on BA.
I see lots of airdrops being quite effective in this map, specifically to the exact middle of the map as well as to the enemy's difficult-to-contest corner mex. In games without much airdropping, however, I think we'll see a sort of counter-clockwise progression of both teams pushing in to each other on the land.
Sea players will be a big factor and it'll be interesting to see their coordination with the land players. Also, if a sea player dominates, they will probably do quite a number to the enemy team. They can attack two of the four original bases. The two bases they can't attack easily are the air spot (too far away) and that left player (high elevation).
In conclusion, pick that left spot
