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| Comments: |
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mangs1337 (10/20/2021 04:52pm):
I wanted to create a small map with potential for both naval and air units to shine, with bridges leading into a central island with harbors on them so naval units can pass, creating a "Days of Ruin" effect where ships can go anywhere along with land units. I still think saving up for a battleship on this map is quite an absurd investment, but it would undeniably be quite effective. Maybe the airports have to go for this to be viable, but I want to test the map with them first. Feedback appreciated! |
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Deathraven13 (10/20/2021 04:56pm):
AHAH this is Mangs hometown. |
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Handy and The Fatman (10/20/2021 05:24pm):
Second turn Advantage, BM Infantry can Immediately be Loaded and Unloaded in The Same Turn by the Black Boat, Solution could Be move Infantry 1 Tile Away or BBoat 1 Tile away From Infantry Also the FTA Counter is Wrong: I would Recommend turning HQs Into Labs and Neutralizing ports, or Neutralize 1 base and The Port but Keep HQs Center Towers are Usually Not a Good idea (First Player to Control center Has 20% Firepower) but Considering This is a Casual Map I don't think it's A big Deal. |
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TheGamerASD (10/20/2021 05:33pm):
Some Feedback: It's usually not a good idea to have 3 preowned bases as this contributes to FTA, you should make one of them neutral. You should consider making the HQ a lab if you want to have a preowned port, so that starting income doesn't go over 3000. I think the airports shouldn't be so contested, it's usually a bad idea to have production facilities which are contested as they can contribute to FTA. The center seems a bit choky, maybe remove the horizontal mountain pair? |
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mangs1337 (10/20/2021 05:48pm):
Thanks for feedback, I've updated it based on all of the comments :) |
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DSMaps (10/20/2021 07:23pm | Edited: 10/21/2021 12:16am):
I think the center is a bit crammed/small space. This is a casual map with similar concept but bigger spaces: https://awbw.amarriner.com/prevmaps.php?maps_id=88382 |
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Moriya (10/21/2021 02:18am | Edited: 10/21/2021 02:20am):
So, the reason why port bridges are rarely used is because they necessitate 1-tile wide choke points. One side's black boat could block two bases from entering the middle until arty comes in. And 2-tile wide bridges might mess with where you want your cities. As it's the map's gimmick, it's fine, though I would be slightly more aware of how they impact gameplay. I'm worried about unit congestion around some of the 1-tile wide bridges, mostly the bridge that doesn't actually have a port on it. Honestly centre mountains are completely fine. Fighting should happen in the corners; the mid bases are too easy to defend, and neither side should take the tower when they have 1 base to 2. However, the mountain locked airport (surely to promote missile-sama) makes the corners pretty rough to contest, too. Also, 3 pre-owned bases doesn't necessarily have FTA. Just that it requires a different counter. Namely, a pre-owned city for P2, capturable by P1 (this is why both maps so far in the MBO had one). This, along with careful early city placement, lets you balance each players' tank order. But I wouldn't worry about this. Having 2 pre-owned bases is just as fine, and simpler to boot. Finally, each country should have HQs (or re-add a preowned port - do one of the two). |
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