Clipboard Map Graphics look different from the upload, but this still shows base layouts. There has been some discussion about Task Group placement however.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. Note: From further reading of this thread, this may have been a point of contention from HTC and may differ in the uploaded defaults or MA appearance.
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.
I added the uncapturable gv bases right next to it to checkmate this base. it is initially given to the lower right country which tends to be attacked most for whatever reason. < in reference to single 8k airbase in the center
a good m4 player can out of los shell down the airfield from his own gv pad or drive a very short distance to get more accurate line of sight and take out the two ammo bunkers to neuter this base.
the hope is such a valuable base will be the source of a lot of fighting over facilitated by gv bases uncapturable next to it making sure it is under constant threat of being over run. with the ammo bunkers hit aaa vehicles will have great fun with any planes strugling out of the place 
{edit for personal comment}
I like the concept of the map a lot, however, unless the timeout factor of the map is reduced or we have an influx of alternative maps, I fear that it will become the single most map that most players will have the opportunity to play on (because there are still too many fields to capture for a player reset, and currently not enough alternative maps in rotation). I predict with a week to study the map, some players will have strategic plans that were not intended by design that will probably grief some other players.
In summary, it will be great to see it in the rotation, but I reserve the right to take that opinion back if it turns out to be just about the only map we get to play on for 66% of the time.