Thinking of making the map vertical instead of diagonal. The vertical third is a bit clunky - In the concept it was always placed like that, but something may need to be done with it. Will add road-stop like eyecandy and doodads instead of craters for unplayable areas.
A forward FFE wall was not intended, and does indeed not work. I'm thinking I should rotate the natural resources towards the main to reflect this somewhat?
The vertical third is indeed very vurnerable to tanks, and the mineral line as well to collosi. I'm toying and will try rotating it 180 degrees, but I really want to keep the middle highground as the fighting area. I'm also thinking of removing the deadspace behind the mineral line to allow for some defense from the lowground. The 5/11 o'clock bases are intended to be somewhat viable thirds, and the beauty work will reflect it, in time.
Images will come when the TL uploader works again (overload).
Nothing is impossible, only some things for some people.
I like this map, especially the road as it gives prespective and a sense of scale and detail. I think a lot of map would benefit from such features. In particular, I'm thinking of macro maps with cliffs, open spaces and maybe rocks but not much else.