Creator: MystwalkerMX7 || First Published: 08/30/2021 || Players: 2 || Size: 23x20









































































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Comments: |
MystwalkerMX7 (08/30/2021 03:16pm | Edited: 10/16/2021 03:51pm):
Design #04. The main theme I had in mind was a map that started near the center and worked its way to the edges, kinda like the reverse of most maps. The labs are placed in such a way to force a race early on, with players trading at least one lab with one another. Be mindful of your early moves and get to the labs in a timely manner! |
MystwalkerMX7 (08/30/2021 03:17pm | Edited: 10/16/2021 04:34pm):
Changelog: Revision 2 - 16 October 2021 - Updated the map description to talk more about the early game lab race that frequently occurs on most matches. - Moved the preowned base at (15,01) left one tile. - Moved airport near neutral base towards the corner of the map to slightly lessen the advantage on the strong front. - Decluttered the central forest mass some more, making it so that the central base can provide reinforcements to the weak front without too much of a delay. - Moved Comm Tower away from the center. - Slight terrain adjustments. Revision 1.1 - Moved neutral base closer to starting base. - Added a preowned city for each player on the opposing player's territory. Early game economy felt slow with a 2k fund start, but once the game moves past that it felt fine, so this should hopefully speed up the first few turns a bit, offering some more choices. - Rearranged terrain and moved a city to the center to help early eco game some more. Revision 1.0 - 2 September 2021 - Given an Infantry to player 2 (can't believe I forgot about this...). - Added a capturable neutral base on each player's strong front. - Added an extra city near the neutral base. - Made the forest mass on each player's territory a little less dense. - Converted the pipe tile at around (05,13) into a pipe seam. - Added a few more river tiles on the central water line. - Changed terrain around the back of the map a little. - Moved central base 1 tile closer to their weak front. |
rhettorical (09/01/2021 03:03pm):
Didn't get to play a game to completion, opponent resigned too early. but initial impressions are that the two bases might not be enough. Two Airports means you'll want to back up your pushes with BCopters, which means you'd have to build AA instead of Tanks to combat that, which puts you in a bit of a weird place. Only two Bases that far back makes reinforcement difficult. It's not a bad map though, just requires a different sort of playstyle. Adding a capturable Base might help alleviate that. |
MystwalkerMX7 (09/02/2021 09:10am | Edited: 09/02/2021 09:27am):
Just saw the replay of that match, rhettorical, and yeah, got the same impression too. Ground forces seemed pretty weak and slow, while your early BCopters were pretty impactful. It feels like the map as it is definitely warrants a 3rd base. And I can't believe I completely forgot to give player 2 an Infantry to compensate for FTA. I'll go ahead and implement this too. |
rhettorical (09/20/2021 12:40pm):
Your fixes have made the map a lot better. |
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