notes and areas of interest...
this map tries to incorporate as may varieties of fights as possible through using varied base setups and combinations. the fighting style (air vs air only, combined air/ground, ground vs ground, sea vs sea, air vs sea) of your preference should be available at any time depending on location you fight.
this is a medium sized map (like ozkansas my other ma terrain) on a 512 area with the front designed to be about the size of a small terrain while having depth enough to make large areas capturable while still making continued fights sustainable even with small numbers.
highly desirable center airbase has an uncapturable enemy vbase next to it to ensure this highly strategic location is under constant attack and very dangerous to fly out of.
carrier vs carrier fight setup in center of each sea with each side owning an uncapturable cv/port in each ocean with these fleets spawning in close proximity to a capturable port/ cv fleet. the owner of this fleet has three viable options in its use... defend port. attack coastal airbases. hide. all of which are strategically viable.
ozkansas gv/airbase chains extending to the enemy city which by design does not move when the bases near it are captured. thus allowing a gv assault/defense on the city itself if the opposing team is able to advance to it.
gv base chains isolated from airbases by distance and or terrains to increase time it takes for air attack on these locations and allow more concentrated gv vs gv action.
lots of rivers and hand textured and contoured terrain to bring maximum detail and realism possible.
great care has been placed upon making the setup of the map lend itself to promoting varied types of combat even with large portions of the map captured right up to the point where the map will be reset.