Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert. While classic mode gets as close to the original game-play and balance as possible, Enhanced mode provides improved game balance and a lot of fun new stuff. DTA features many customization options for Skirmish and multiplayer (where you can play as GDI, Nod, Allies and Soviet on over 200 maps), challenging original singleplayer missions, as well as co-op missions. Since this is a stand-alone mod, you don't require anything but the mod itself to be able to play: the original game is not required.
A new map by me. It will be included in DTA 1.15.
Looks like one of the better maps you've done, very good.
+Nearly perfectly symmetry (The only difference being the left side has laser fences and the other has concrete walls)
+Just enough space to build, to space your buildings far apart enough to weaken the effect of super weapons.
+Easily defendable positions, but plenty of counter attack paths.
+Some awkward positions that are more difficult to defend, but cover very important positions that people will likely fight over often.
-Not that great use of naval paths. They are extremely long and cumbersome.
-Expanding may be cumbersome.
Suggestions:
For the naval things, some tunnels for naval units on the bridges connecting to the center blue tib field and connecting from the large bridges to the outer pieces of water would solve all naval limits on this map.
If you're scared of naval units being too strong, then this should be taken as them needing to be nerfed, redesigned, or at least have a second look taken at them, and not maps balanced around them.
Thanks for the feedback.
I actually wanted to have more free naval paths, but the game engine came into the way. It is possible to have only 64 tunnels on a map, and for pathfinding to work, there has to be at least 3 tunnels on a path (so 1-cell or 2-cell wide tunnel paths don't work at all). Because of these limitations I was forced to design something more limited that'd still be symmetric and balanced, and this "ring" of tunnels seemed like it'd do the job.
Btw, I tend to prefer (partially) asymmetric maps over symmetric ones :P But if I find a nice shape, I don't mind creating symmetric maps every once in a while either.
Symmetrical doesn't necessarily have to mean the map looks mirrored on X number of axis', in the case I mean symmetrical is each starting position is on an equal footing. Making a map mirrored on X axis' makes that job a lot easier, but it's totally doable without mirroring.
Although Axis Mirroring provides a lot more balance as well, because there are ways the map can be split which makes it so there can be some breather room for players in a really action-packed game because they'll have defendable positions to fall back into.