First, I would like to thank everyone that contributed to making Trinity happen.
Hitech for his time and patience when attempting to explain the workings of the editor and the great mysteries of trigonometry.
AKWabbit for his bmp to data converter. It allowed me to ‘paint’ my terrain instead of trying to calculated it. (of course this meant that HT’s time on Trig was wasted….but what the hell

) Additionally, all of the crap that Wabbit and his mates have endured with the release of the Desert allowed me to side step a lot of the problems with the Desert.
SuperFly (HTC) for the time he put in laying in the fields, strat objects and spawn points. I would still be working on it if not for him

.
NateDog (HTC) for his great terrain tiles. (Nate…move the fargin gas gauge on the Fw’s

)
DmdCoach, Silat and Boozer for taking the time to look at what I was doing and giving me valuable input.
DmdHorn for checking the spawns.
Kanttori (and any of the other CT terrain crew that helped with Finn/Russ) for the Euro camo for the German gvs. (adds a whole new level to gv fighting

)
Finally, the rest of my Damned squaddies for their support.
Ok, this started with my desire to do something more than just play the game. The explosion in the player base had really taken off and resets were happening faster than you could get a BigMac at a McDonald’s drive thru.
The high mountains stem from two ideas. First, I wanted to create an area where gv’s could have battles and be relatively free of vulchers in planes. Second, I wanted to try my hand at influencing the conquest part of the game and slowing down the BigMac resets. The mountains surrounding Crater City seem to be fairly effective at keeping planes out and letting the grognards have fun. I’m not yet sure about the mountains dividing the zones. The ones on the country borders are high and only have 2 passes through. This is makes capturing the first enemy field a little tough. The mountains dividing the country zones are broken, with lots of passes in between. The objective is to make the first few field captures relatively hard. Once you have a couple of fields, it should be fairly easy to roll up the rest in the zone. The field alts in each zone are very close to the same. If you look at the field alts in the back zone for each country, you will find that, on average, they are higher than the forward zones. Once again, this is to make it hard to get started, but, relatively easy to roll once you do.
There are 3 seas in Trinity. Each country has ports/fleets. On each sea, one country will have 2 ports/fleets and the other will have 1. The 2 fleets will each be standard carrier TG’s. The single fleet will have an additional cruiser. I call this ‘asymmetrical balance’. Each country starts with an advantage in one area and a disadvantage in another. I am hoping that this will make for some interesting fleet ops.
There are tons of gv/pt spawns in Trinity. I love the ‘wild card’ affect this can have on the game. I also tried to put in lots of ‘counter spawns’. This is where, instead of spawning at a field, you can spawn from a different field and attempt to interdict an enemy spawn point. This is something I have a blast doing in the AK Desert. I am hoping that it works well in Trinity.
Now, none of this stuff is etched in stone (it just seems that way

). If you have suggestions, I would like to hear them. If you have complaints, offer a solution and I will gladly consider them. Hopefully, at some point in the not too distant future, postive changes can be make. My objective was to create a terrain for the MA that would offer plenty of options for everyone and have some staying power.
When the bug update comes, there should be a new clipboard map. It should make terrain details (ie.. the mountains) stand out better and reduce some of the problems people are having with them.