Creator: Chara_13 || First Published: 10/04/2021 || Players: 5 || Size: 35x35










































































































Categories: None | ||
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Comments: |
BlueComet87 (10/15/2021 01:13am):
After seeing the opening turns on this map, my suggestion would be for OS Airport to be further from his factories. He has the distinct advantage of popping a transport copter before anyone so is a prime candidate to take the comm tower in the middle first. |
Chara_13 (10/15/2021 05:19pm | Edited: 10/15/2021 05:21pm):
That is a good point, I had not considered that. I reworked the top several times, and obviously forgot which way round the Lab and Airport should go on my final reshuffle. Thanks for pointing that out. Apparently there is currently a game being played on this map, though, so I'll have to wait for that before I edit the map. |
BlueComet87 (10/17/2021 02:20pm | Edited: 10/17/2021 03:40pm):
I believe that would be our game, I set the turns for a day so hopefully we'll get through it in short order. :) EDIT: Speaking of your middle though, while I do think the map is very aesthetically pleasing it does feel a little....sparse I believe is the right word. The comm tower will give a nice edge to one player so it's worth fighting over but barring that there really isn't a whole lot of incentive to commit resources to it early on (especially with only 2 factories to work with). In fact I'd only seriously consider it if I made some huge gains on one of my two surrounding opponents so that I could commit more than just a lone infantry to holding/taking it. I get that the point is to wage war over your opponent's star points and your surrounding islands so that's where you should indeed be committed. Perhaps a lone property (maybe two though that could be a bit hard to balance) near each of the bridges leading towards the tower would sweeten the deal for each player and opens up some conflict/new strategy for the map as a whole. |
BlueComet87 (10/17/2021 03:16pm):
I'll leave you an image url just to give you some idea: https://imgur.com/lPDaI9i I put those 2 properties near GE/YC starts in where you had river tiles to space them out from the players above them a bit and to keep that nice "star feel". Can adjust your decorating accordingly if you like the suggestion. |
Chara_13 (10/18/2021 11:21am):
Think I'm going to stick with the relatively sparse middle as that is basically the point of the map that I really had in mind, wanted to mess with that concept and judge the effect on games. Thanks for the suggestion, though, and I'll still make that improvement to the top. |
BlueComet87 (10/31/2021 04:06pm | Edited: 10/31/2021 04:08pm):
That's cool, it's your map after all. :) Speaking of we're done our game now, had a dropped yellow player while I was blue so it was most disadvantageous for me. Shame since I'd like to have known how the match would evolve with all 5 players giving it their all. |
Chara_13 (11/02/2021 07:49am):
Thank you. Map has been corrected. |
BlueComet87 (12/11/2021 03:30pm | Edited: 12/21/2021 01:17am):
Playing another game with the Tier 2 COs and I have to say, this could possibly be my favorite FFA map on the site so far. I was wrong about the middle in my earlier comment, Sami is insanely strong and can utilize that middle to great effect for some sneaky HQ capping but even with that she doesn't feel unfair on this map. (Provided you actually protect your backdoor somewhat lol). The breakable pipe placements actually add another unique element to it and now that I think about it gives the air game some interesting possibilities if one were to utilize it. The ports might not seem like much in the beginning without the early eco necessary to use them but they definitely shine towards the mid to late game once the match progresses to the point where a player is able to take a whole island for himself and then commit to some serious deployments. Black boats can go almost anywhere for some healing/resupplying staying power, a lander can effectively double your pushing power for laying claim to an opponent's star point and of course the mighty battleships can give a player the indirect power needed without a lengthy deployment from factory units. My only gripe so far has to go once again to the Orange Star position, though this is essentially the trouble with balancing any map on a turn based game where the first player to play indeed has an advantage. And to go with that OS has a very unique position on the map in that his is only symmetrical to himself as opposed to the BM/GS and GE/YC pairings. Because of this OS can commit forces to taking his islands earlier with only 2 turns to begin capping the first island city as opposed to the BM/GS players below him who need at least 3 turns to start an island cap. All with a first turn advantage and factories right next to the shoals. It's not game breaking as the game goes on but it does give a high probability that OS will take an early lead since the BM/GS players also have their rivals to the south to worry about. With that out of the way, it's still a very well done map I feel. I hope my feedback is appreciated hehe. EDIT: Perhaps that advantage OS has is rather negligible after all, this OS player is looking to be the first one eliminated here: https://awbw.amarriner.com/2030.php?games_id=518849 |
Chara_13 (06/16/2022 05:57am):
Thank you very much for testing the map so throughly, I'm glad you enjoyed it. |
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