Over the course of last couple days I made these 3 maps and I'd love to hear some opinions about them
If you have ideas for improving gameplay on any of them or you found any bugs, do tell
1. Ousai Mountains
Current version - v3
This is my newest work, map is intended for 4v4 but might work in 3v3 as well, only spot that makes you develop in one way is the navy spot, the other three players can decide who goes air and land (or support the navy).
Main bases have only 1 hydro and 5 mass spots but there is a lot more nearby, three mass spots along with another hydro should be quite easy to protect, 3 mass spots more are also nearby but might be harder to hold (beach, platform near water and the one in 4-way crossing), you shall fight for control over the two islands that hold total 4 mass spots and the top-right corner that has 6 of them.
The terrain provides little space to expand your base, narrow passages might be troublesome for large armies and the small passes over mountains can only fit couple units making attacking the rear possible but hard to do.
There is a lot of wrecks scattered around map, mostly T1 and T2 units, but there are also couple T2 buildings, aside from that you also got rocks near your base and mass spots in the passes, plus some trees near your base.
This map might seem a bit turtle-ish but if your team dont take the fight to mid to grab mass it would be quite difficult.
2. Ousai Riverside
Current version - v1
This one is much simpler, just generic terrain divided in half by river, along with some islands and 'mountains' for cover.
Obviously intended for 3v3, might work for 2v2 but never tried it.
Most maches on this map ended quite fast due to hover tanks and arty, not much naval units
3. Ousai Lake
Current version - v1
Renamed from "Highlands Lake" after v8.
This is the first map I've made, works best in 4v4, 3v3 just lack that 'something'.
Roles are pretty much decided from the start, side players should try to take bottom and top mids while the two players in between them go navy and air, this is supported by resources layout, side players get 7 mass with eighth standing on the way to mid and 1 hydro, navy player gets 10 mass (including the 2 next to hydros) and 1 hydro, and the air player got 6 mass and 2 hydros, of course the middle players might want to split mass 8/8, might also want to both go navy and leave air for side players, it's up to you
The navy is very important here, if you loose the water, you will also loose control over whole mid and with some cruisers also air superiority, the navy is also able to raze two bases quite easily with the side players bases reachable only by missiles.
Water depth is a subject to change but untill that bear in mind that GC is not able to fully submerge here
Aside from visible at first glance islands, you can also place some units or buildings on platforms in the mountains surrounding the lake for anti-air or navy coverage.