How to read these: Black is water. Darkest grey is shallow water that is crossable by ships (incl subs) and units. Where there are two adjacent colours 1 shade away from one another, vehicles and hovers can cross. Where there are colours 2 shades away from one another, only kbots/all-terrain/air can cross. Where there are colours anything more than 2 shades from one another only at/air can cross.

The first tries to combine them in a mirrored cross fashion. Its a bit like a tropical mixed with SSB. each side has a bay for sea/hover starts, two land starts, one near a series of hills (kbots), one with a flatter path (vech, hover), and a high spot that can be air, or a land support. There are several hover/amphib islands and air islands to the side.
Sea has easy and relatively safe crossovers between the two seas, that also serve as points where they can help defend vs land attacks or cut off the enemy from the rear. There are also two pools in the middle with mexes, allowing ships to skirmish with land in the middle.

This map is an attempt to have the arenas of combat be more linear and direct, with a gradation from top to bottom, sea vs sea, vech vs vech, kbot vs kbot, air vs air.
Each side of the map offers smooth ramps between the bases, so if you break through you can attack other bases, while there is also integration through the middle. Players on the sea and vech spots can chose hover, and players in the kbot and air spots can chose all terrain, and the map is made with that in mind. In fact, if this were played as a 7v7, you might see Air, AT, kbot, vech, hover, ship, amphib- each player with 2 starting mexes. The map is designed with such matching and combos in mind.
If anyone would like to make these maps i might be able to texture them- though bryce (which i use) doesnt go over 4000x4000 pixels which is only suitable for rendering 8x8's, really. So, anyway, id encourage anyone who likes the ideas, to make them.