wanted to elaborate on 3 things:
terrain is ruff in some places on purpose to make indirect fire more useful and help with com survival(creating an imbalance between races would be more of a concern).
to compensate for the large amount of erosion i rely 100% on Textures generated from the hightmap so one can spot them from afar (i dislike fake optics bigtime, everthing should be as u see it)
the 2 big hills should function as a divider for airspace also they are offcenter/counterclockwise/counter land-attack-direction on purpose (i.a. preventing player 1/6 from supporting land-advance onto Hill with air).
when playing 2vs2 west vs east, make sure that 2 of the players start diagonally.
not wanting to be dogmatic here, always thankful for constructive critique.
funfact: there are 8 times more germans visiting here than any other nationality
v0023complete rework of map center
removed more erosion to give Players 2/4/7/9 more flat terrain
increased size of the 3 main gaps by 15-20%, thx to seero
further work on v22 Balcony
tuned water depth
brought back black map boarder in attempt to fix air bugs
ai marker fixes
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