So far I've planed out all the races, features, and I've started on the terrain. Things you will see different in this map from any other diplo map...
- New cash system (the old one is too slow)
- Research req's (to prevent rushing or abusing certain elements early game)
- Balanced air to air and ground to ground. But air will always rape ground units. (without upgrades)
- Air to Air will rely on not one unit, but a combination of them.
- Going to make it based off a futuristic SC story line. (2 toss, 2 ran, 2 zerg)
- New ally feature, you cantt just click ally and ally vis anymore. Both players must ally.
- Tons of expo's, 2nd bases.
- Going to attempt to add some creeps (think WC3, less gay)
- Maybe an upkeep (possibly just for cap ships - bcs/cars/devs)
Any suggestions to improve it further are welcome.
:yawn:
ever play master of orion? the origonal not the lamed up worthless peace of filth that is the MOO3

toblecor I hate that dreking game, anyway most Diplo maps are about as close to MOO as you can get in SC, the basic objective is last man/team standing. but it's difrent from normal SC in that there are no resorces to harvast, insted you have to control locations inorder to get cash. and you engage in diplomatic relations with the outher players to form a strong team. It's a good set of maps, and I'm hoping I can get chu to make his as close to moo as possable, that will be the awsome map

I'm also adding a trade route. You can choose to trade gas for ore. Gas will be mined in game and will be required to upgrade and build anything air. Gas will be much harder to obtain than ore, seeing as ore comes from commanding land.
My new cash system makes it so that getting more expansions faster matters a lot more. You aren't waiting 2 minutes for cash and only getting 400 more than normal per expo a pop. You are waiting seconds and getting 10 more a pop.