Im not totally happy with this, i think i didnt set up the start positions well, as the sea spot is closer to the north when there should be a land spot with a clear north push. Its too porcy, too much fighting happens in the shallows, and its too vertically tall.
If anyone would like to give it a play and give some feedback id like to have another shot at streamlining the design, if its salvagable.
Oh, and as incentive: Play it, its fun, its just a tad porcy.
It's not a bad map. The only really major issue is that the height of the land prevents most sea from bombarding it.
I like the layout for team games, as it really demands specialisation of team members - you need people to push the East and West, people to push the sea and preferably air support.
Artillery is also necessary to push land, as depthcharge launchers will cut units to ribbons unless you take them out before advancing.
If any one element fails you're overrun, as if land falls then depth charge launchers built on the islands will all but clear sea; if sea falls then bombardment will all but clear land; and the only good way to defend against air is with fighters.
I think the second version will become a staple part of play.
It could also be made very much less porcy, although with a different feel altogether, by adding shallows straight down the middle of the map, north to south, via the central island.