
In this thread I'll be sharing my maps to advertise them better. I primarily create competitive maps (1v1 or 2v2) for the Red Alert mod. In doing so, I try to make them as balanced as possible (which means they're not always pretty). Here I'll be posting only the maps that I consider to be good.
I'll be marking finished maps with green and maps that are still in development with blue. So please play (share replays) and leave your feedback. It will help me to finish them.
Behind the Veil (1v1, 96x70) finished, map became official

Destiny (1v1, 70x96) needs playtesting

Winter Strorm (1v1, 89x86) finished, map became official

Thai Bay (1v1, 70x90) needs playtesting
A 1v1 map which forces players to use navy (non-aggressively). This is probably an Allies map, but still, we lack decent 1v1 map where you can win games with ships.

Alpine Waters (1v1, 96x70) needs playtesting
A non symmetrical 1v1 map where navy is encouraged.

Almost Arid (1v1, 96x95) needs playtesting

Bridgetown (1v1, 80x60) needs playtesting
Further experiments with 1v1 navy. The island in the middle has gems (connectable by 2 bridges). The idea is that players should fight for it.

Megaton Dawn (1v1, 70x70) needs playtesting
The name is inspired by Megaton from Fallout 3. The map has custom rules: there's a nuke truck in the middle. It has 10000HP. When you kill it, the whole town is destroyed and you can start mining gems from 2 mines. The rest was not touched.

Abandoned Archipelago (2v2, 96x96) needs playtesting
A simple 2v2 map for brainless games. Inspired by Sidestep, but turned out to be a Tournament Island kind of map with 4 islands. Each of those islands has gems.

Battle on the Ice (2v2, 96x96) needs playtesting
An experiment where the island players (in the middle) need to fight for the island and limited ore and escape it as soon as possible via a transport to gain control over the top of the map. The bottom players are there to support them.

Behind the Veil v3.2 (1v1, 96x95) needs playtesting
Next iteration of BtV which makes the map far more open. The map also solves the problem of walling off the main base in the beginning. I never wanted it to work like that and it always bothered me that a lot of players just wall off that entrance. Now, you can also block it off with a wall, but you need to spend some efforts to mine blocking ore first. I consider it an OK move because now you need to do something to build defence. Previously, you could defend that entrance for free, without any investments ($50 for wall is a joke).
