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This is a textbook example of how horrible community maps can get.
But anyway, it also works the other way around. The player that dominates the map has it easier to reinforce his positions if the units do not have to come from his base. And since he dominates the map, it is more likely, that he holds positions required to use the forward map entry points. SO you see, it works both ways.
I enjoyed the map, but I think it could be even better if you put some reinforcement points at different locations (for example, capturing one of the northern positions provides you a quick path for your new troops to join the battle, instead of walking all the way from your base to the battlefield, reaching it 5 minutes later, much like in Supreme Commander).
That would make the game far more intense and hard, because now, when a player dominates the map, it's quite a pain in the neck for his opponent to clear the positions held by the winning guy. If the opponent's attack is successful, it's okay, but if his assault fails, he will have to wait a lot of time before being able to come back.
Nice map anyway, I pretty like its design. Keep up the good work.