Hey guys, I made a quick map in an evening. It's a small comm map (think emp_crossroads) which is mostly single lane but offers a few flanking options. Both teams start with 1 ref (on the cliff), 1 rax (inland) and cv. Center of the map is the focus point and offers higher ground. There are 3 refineries (1 x2 and 2 x1) on each side of the map, and 1 (x2) in the middle for both teams to fight over, for a total of 7. Infantry and careful drivers can bypass the middle chokepoint via the thin sandy bit at the bottom, using the cliff and rocks for cover. There is a cave with a cappable flag in the middle, opposite the mid ref, offering +2 res. Link (emp_beachfront_b2, INCLUDES VMF) https://drive.google.com/file/d/0B-myvPcF4DapcVVqMENzRkVKZlk/view?usp=sharing Changelog (b1 -> b2) Changed luminescent grass on top of the cliffs, now it uses the same grass as on the ground Created consistent blend materials for sand -> rock, rock -> grass, grass -> sand and cleaned up the borders on shorter cliffs to blend properly between grass & rock etc Cleaned up many small seams between displacements, in particular on the back cliff Balance changes concerning refs (2 less in total than b1), slightly lower overall income, moved starter refinery to the cliff rather than the beach Added cave at front-mid of map with a cappable flag (offers +2 res) Added some more rocks here and there for cover Added 3D skybox Made front ramps longer and smoother and tried to even out back ramps a bit more, should help vehicles get up them Rotated the starting barracks 90 degrees and moved them closer to the corner, allowing a little more breathing space for radar/vf (if teams needmore space for building, they should move to the beach or push mid) Please feel free download and give it a go, I will accept constructive criticism but I don't really fancy spending ages more on this.