I just finished my 4th map, it's 166x132 tiles and took about ~12 hours to make. I combined the nice features I liked from my previous 3 maps and added some new tiles to differentiate the base in the middle. The theme is that there are 3 different architectural designs (civilizations if you will), each with their own unique aqueduct system. Hey, every civilization has to have a source of fresh water right?
I didn't intend for this theme, it just happened when I was trying to make obstacles out of water and then I just got carried away with putting water around the perimeter of each base. Hovers are definitely relevant on this map.
This map is intended to be played 2v2v2v2v2, half base, T1 but can be played with several different combinations of players and teams. I always liked 2v2v2v2v2 games. Each player starts off with 12 oils in the base, 8 oils on the perimeter of the base and 2 oils in the center.
I tried to strategically place the oil and distance between bases to make for interesting game play dynamics. The players in the center base have slightly more oil and fewer pathways into their base to compensate them for being in the middle.
Also, there is a "max" mod in this map, meaning there are no limits on how many base structures can be built.
I did this for 2 reasons:
1. If playing 2v2v2v2v2 and your ally quits or gets disconnected you will be able to get his oil and make however many research centers to stay competitive.
2. Unlike no limits in NTW, you have to put in work to capture this extra oil

. It puts incentive on capturing oils in the middle and attacking in general as there are no limits on how much power you can acquire. Each player would have ~25 oils if all of the oil on the map was distributed evenly but on average I think players will have around 18 - 20 during a real game. Turtle maps are boring.
