Yes this is an adjustment of the original Four Mesas Map that came with OP2.
http://wiki.outpost2.net/doku.php?id=outpost_2:maps:multiplayer_mapsI've whittled away at the center section of each base getting rid of cliffs and anything else that would be in the way and allow for placement of uniform bases. It still offers each player defensible positions, they would just have to move out from their own base to reach them. I have tried to create some wider paths that can still be considered choke points which would be the side entrances especially, the entrance towards the center of the base being the distinction.
The idea here is to create points that can be choked off, but not create a ridiculous bottleneck that only a few units are required to defend it, and also slow down game-play (whether anyone wants to admit it or not, putting up guard posts to fill in gaps now becomes an option) and if at all possible it could help to reduce the base size allotment to only for one or two spaceports (wild optimism I know)
I most definitely would like to keep a lot of the irregularity of the map intact, but try my best to make things like base entrances the same number and width for each, ore locations the same number of tiles away from the center of each base etc etc etc.
Secondly, I think more than anything that the main purpose of all this work would be to just slightly alter OP2 multiplayer maps and make them more balanced/even for all players, and to keep the original feel of Outpost 2 intact. Just make maps more accessible and a little less random so as to make it a fair fight across the board (I can't count how many times ore deposits have caused a disadvantage to an already mediocre player (( and lets face it, the initial resource selection is bullshit because everyone puts it too High and trying to adjust it as a handicap to benefit slow or novice players never happens)) but I digress...)
Lastly, as far as mine types and locations, yield etc etc I think I have come across a simple solution to that but it will require testing.
I'll attach a crude mockup of what I had in mind
Base is the Blue Star, Red marks are Common ore, Yellow marks are Rare ore sites. Basically the further from Base/Center you get the higher the yield. So the mine closest to your own base would be a 2 bar reg yield mine that outputs 300 ore to start, and from there out mines start low to very high yield with the locations dead center of the map being highest yield. Being as there are only two rare ore locations that you would consider part of your base the mine off of the side entrance would be a 2-bar regular yield, and the center location would be a 3-bar high yield.
Or so it would go
EDIT => Looking over the map again I will probably program it so the base is a bit closer to each entrance (stretch out the base so that it can reach both sites with out having to make 5 kilometers of tube to reach more ore locations (( that's 3.1 miles for everyone else)) I'm getting side tracked again)