Creator: MC Hammer || First Published: 02/05/2026 || Players: 2 || Size: 21x19
Categories: B-Rank, Live Play, Mixed Base, Standard
Rating: 9.00 in 1 rating
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Comments:
MontySigurdson (02/07/2026 05:04pm | Edited: 02/15/2026 01:03pm):
I'm not sure if the map works entirely as intended since it looks very realistic for the center bases to flip the airports if the other player doesn't get a Recon or skip caps to stop it - also there are chokepoints around the airports which the center base can block. So I'd say the fight over the airports plays too much of a role here. The center bases likely should get overpowered at some point but the whole dynamic around the airports seems somewhat toxic.

I'm also a bit unsure about the FTA counter - tank order checks out but P1 is ahead on 2 bases (the arguably stronger ones, too).

EDIT: Back to New after changes

EDIT 2: B-ranked for now due to the FTA counter. Also, tank order is only BAAB if P1 plays more defensively and doesn't cap properties that are too forward and can be interrupted by P2. P2 can be more agressive with captures though since they will get their tanks regardless even if a cap of theirs is interrupted. Slight changes of the property layout could fix that.
Rutherford Gaming (02/15/2026 05:48pm | Edited: 02/15/2026 06:13pm):
interesting idea with the carrier; unfortunately, I didn't find it to be a viable target in practice. That whole area is controlled by the central base, so it's not very feasible to sneak an artillery to fire on it.

Perhaps, if you go all out on attacking your opponent's central base, then you could sink it and start building air units. However, I just don't think that's a super intuitive way to play the map. The central base feels like the strongest one due to it's flexibility, if anything.

It's a pretty fun map overall, just that the carrier is kinda irrelevant (unless you do some weird Ex Machina or Tower Shield shenanigans).



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