You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.
05: Build-a-Maze. I'm just fooling around, setting up electric fence gates.
06: Fire Tail. Looks like a flower, or maybe a dragon. The main clutter is 3P scrambling for ports to build ships to capture HQ. But there is also the half-dozen ICBMs up for grabs near the top-half of the map.
07: Catch-22. Basing it off my original Map-04, setting up a 4-way archipelago map with either a focus on capturing HQ or capturing everything else.
08: Catch-21. Retooling the above map to have more "sections" rather than "layers". Also re-added player-order bonuses. (P2 starts with one of the Towers instead of a Radar, P3 starts with one of the S.Ports instead, P4 starts with the map's sole A.Port.) Everyone starts with an infantry.
09: Ringworld. Expanding the previous maps to have more "layers" than "sections"; army movement can be toward the HQ or circumnavigate and conquer each ring. Player-order bonuses: P2 starts with one of the map's four Towers instead of a City, P3 starts with an additional Radar, P4 starts with an additional Radar and the map's sole A.Port instead of a City.
10: Catfish. A tiny experimental map (I have since made more). Each of the 4P starts with 2 Infantry, by 3 ICBMs, and the map's sole factory in the middle in between everyone's HQ.
-=PakoPako=- (Proud member of board 917023!) "This was brought to you by FRUNGY,the Sport of Kings!"