Creator: Daddy Schnuzbart || First Published: 03/05/2026 || Players: 12 || Size: 50x35
Categories: None
Rating: 4.67 in 6 ratings
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Comments:
Linten (06/17/2025 10:37am):
There should really be a comm tower in the south-east as a point of contention between Azure Grey and Yellow seeing as they're the only players without any potential to grab one on the map. And you already seem to realise there's an extra airport for Red.

The north-west island base surrounded by forests is also pretty rough as whoever gets that essentially controls the entire area with fog enabled including shutting down the bridge crossing and one of White Nova's bases whilst being awful to retaliate against. It essentially means White Nova has to rush there before anybody else and is fighting on an extra front to obtain it. IMO it would be better with just cities as the reward in such a hotspot.

Other than that, Pink looks to be living the easy life without much competition in the corner, with their airport being invaluable and impossible to shutdown. Teal is in an awful position amidst four opponents including Orange First Turn without any benefits to picking such a hostile start, and their airport is easily put in range of a missile by Pink. You may as well resign yourself to a loss from the beginning.


I really like the overall design and fun of asymmetrical FFA maps like this but there are some major balance oversights that you need to take into account here.
Daddy Schnuzbart (06/17/2025 05:38pm):
Thanks a lot! I appreciate the detailed feedback. It's my first take on an FFA map and I kinda drew by rule of thumb, I sure will spend some weeks finetuning : )
Z3K3 (11/26/2025 04:48pm):
the proximity is utterly too close for a match that isn't a slog or race for FTA. positions feel choked up and the terrain looks
setup for realism and not strategic playability. look at that red/pink area, nightmare play forests/mountains insane. amber
position also abysmal as are others.

great looking asymmetry at a glance though and nice realistic terraining.
KitsuneNatalae (02/04/2026 04:00pm):
Had a lot of fun playing, but my main issue with the map is how close the players are to eachother. Amber, Jade, Brown, amd Yellow are very densely packed, with little room to move around. While the other 3 corners of the map hab lots of largely unused space. My suggestion is to either open up the top-left corner by removing Jade, or by closing up more of the map by adding EVEN MORE PLAYERS >:3. Either way you could totally fit another player at the tip of the Korean penninsula.
melly (03/23/2026 05:09am):
one could probs give os an extra five bases and the position would still be ass lmao
BoldGiraffe (08/09/2026 03:48am):
PC, CI, OS, and GS deserve an extra base imo. Otherwise the cumulative pressure from outskirt neighbors is too great. The
offsetting of outskirt players bases (CS, PL, AB, and SC especially) is null by mid game, forcing the former players into a race
over the most convenient ally (AB, TG, GE, and PL most likely)

As it is this map functions better as a pseudo mixed base team map (1 inner player, 2 outer further players) than an FFA.
Adding more bases or maybe an airport should incentive more players for independence, and in doing so hopefully a less
predictable outcome.

Like what's to stop TG and PC from ignoring each other at the least, when there's only 1 disputable city between them? If
proximity is the issue, then that's a flaw in a game designed for direct competition. This map has good bones imo, but that falls
apart mid game, which often would have to take a predictable route unstoppable without multiple player cooperation.
BoldGiraffe (08/09/2026 04:00am):
CI being surrounded by 5 players and roads/shoals only leaves them utterly vulnerable in an FFA match.

Each of CI's neighbors is 3-4 turns HQ cap from each other. By the time CI can produce 10 infantry, they are undoubtedly
surrounded by 50 infantry. There's no way for any unit to win against a 2.5x majority with that mobility/proximity without an
alliance/peace. By that caliber, CI is set to resign at turn 20 at the least, fulfilling only a losing battle since the start.

Even if you go full defense and produce nothing but artillery, you can still be overcome by a 2.5x tank majority. What can CI do
to win the game purely through cart gameplay? I argue nothing
BoldGiraffe (08/09/2026 12:44pm):
CI being surrounded by 5 players and roads/shoals only leaves them utterly vulnerable in an FFA match.

Each of CI's neighbors is 3-4 turns HQ cap from each other. By the time CI can produce 10 infantry, they are undoubtedly
surrounded by 50 infantry. There's no way for any unit to win against a 2.5x majority with that mobility/proximity without an
alliance/peace. By that caliber, CI is set to resign at turn 20 at the least, fulfilling only a losing battle since the start.

Even if you go full defense and produce nothing but artillery, you can still be overcome by a 2.5x tank majority. What can CI do
to win the game purely through cart gameplay? I argue nothing



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