update.
HTC got the files and are reviewing them.
[NOTE: VIEW THIS ARENA BY GOING TO CUSTOM ARENAS AND SELECTING THE fester TERRAIN AND SET EVERYTHING TO DEFAULT AND CREATE THE CUSTOM ARENA OR VIEW IT OFFLINE.]I do not anticipate any construction problems as I was extremely meticulous making the map.
the map is designed with a narrow but deep front to make it viable in off hours as well as prime time and allow land capture to not slow down the action.
will have to wait for final word on my gameplay setup decisions which in some cases like ozkansas have not been yet tried. (cv battle port areas, uncapturable gv area with capturable air base in center.) however these setups were made from the basis of experience of playing the game over a decade and I believe they will be fun points of conflict.
the gv/airbase chains however have been tried in ozkansas and I think are very successful in combined land and air battles. in this map they have been expanded to allow areas to be captured while keeping the fight going up to the prize of being in position to ground assault the enemies city where extensive railroad and convoy routes are between the gv bases next to the city.
I hope HTC will allow these concepts to be used in this MA and if they are not enjoyable I will update the map and remove or redesign them but i think they will work. I hope their willingness to trust me like they did with the ozkansas terrain setup will be continued on this MA terrain.
also a point of note is every country is given an advantage front and a disadvantage front by starting ownership of the captureable fleet in the middle of each sea flanked by a friendly and enemy uncapturable fleet spawning nearby from an uncapturable port.
in turn on the front where a country has a CV group advantage they start with one less gv base in the ozkansas chain on the same front giving them a slight disadvantage in the battle in the middle of the map.
keep in mind this is the starting setup and is possibly a short term advantage that can be changed in the first attacks by any of the countries as these advantages and disadvantages lie directly on the very front line starting positions.
the decision to give the southeast country ownership of the middle base at start was based on its position. in the history of AH the southeast country is almost always attacked more than the north and west ones. the reasons for this are not clear cut but it was also the owner country of the base in the original version of the map years ago and in spite of this or maybe because of it the southeast country was ussually the one being attacked most.
the uncapturable vbases flanking the center base are not meant to be a tank town so much as a checkmate to the airbase that will put it under constant threat of capture from any coordinated attack. with the vbases nearby the airbase can be easily disabled by ground attack no matter which country has ownership of it. I think of the uncapturable center vbases in these mountains as dug into the hills and impossible to eliminate insurgency type entities in a sense.
heres a pic of the layout. I put red boxes around the uncapturable bases similar to how they look in game.
