Creator: Greyscale || First Published: 03/31/2022 || Players: 5 || Size: 36x36
































































































































































Categories: None | ||
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Comments: |
Greyscale (01/22/2022 02:57am | Edited: 04/30/2022 10:18pm):
I saw a "Zombie" themed map and was inspired to make this. Recommended: Ban global damage COs and Sasha. Also only let Orange Star be Kanbei, or just ban Kanbei. Black Hole should be Sensei, but no one else should. Also ban all units except footsoldiers and put footsoldiers in the Lab (the airport is just a healing/refueling station). Depending on what you want, you may want to ban Andy as well. Fog on, unit cap off. After a few playtests, I'll be editing the map for balance and such. |
Greyscale (03/31/2022 07:17pm):
Finally got around to updating it. Added pipes and ocean tiles to make it harder for zombies to reclaim lost land, and also to make the Battleships actually useful. Also changed three of the zombies' neutral Bases into neutral Cities. Also added a Lab at the bottom of the map for the survivors to grab. Various other little tweaks here and there. Now I'll republish it and see how it goes. It should be noted that this map is intended to require a LOT of cooperation from the survivors to win, and is intended to take a long time to finish. |
bronx06 (04/02/2022 07:51am):
Well you just inspired me. |
Greyscale (04/30/2022 10:19pm):
Update: rearranged all the allies' units. Orange Star is now the one with the Mega Tank instead of Yellow Comet. |
Greyscale (05/23/2022 01:53pm):
I think the Bases throw the balance out of whack too much. I'm thinkin' that maybe we should make the Income zero, but make each player start with, like, 10,000 funds or something. |
Exodus7656 (05/23/2022 02:56pm):
Why would zombies have missiles? |
Greyscale (05/23/2022 03:22pm):
@Exodus7656 That's a good question, lol. Lore-wise, it's because one particular zombie just so happened to zombify with his knowledge of how to operate Missiles intact whilst literally every other zombie forgot that stuff. Balance-wise, it's so the BCopters have to be a bit more strategic around that area before the Missiles is taken out. Or maybe it's actually a still-functioning auto-defense system, and the Mechs are the mechanics that maintained it. |
I suck at this game (05/31/2022 04:14pm):
i feel like the survivors are a bit overpowered |
Greyscale (06/04/2022 01:35am):
@I suck at this game That's interesting. The zombies were very overpowered before I made the most recent changes. This map is a bit difficult to balance out properly, but I'll get it right eventually. My next test on this map will be from the Zombie perspective, then. |
I suck at this game (06/05/2022 01:58pm):
@Greyscale The thing is that the zombies have no chance of taking out the megatank without sheer luck, and Mechs are Very Very slow, So its hard to interupt captures and get newly summoned infantry to the front lines. |
Greyscale (06/05/2022 11:36pm):
@I suck at this game The Mega Tank is difficult to take out, yes. Although it is possible once Mechs start coming out. Since the Allies can't generate many more troops (only 10 Infantry from GE and YC assuming neither of them have made any repairs yet), the Zombies have time on their side. That being said, I think I will definitely ban Andy in the future, so the Mega Tank can only heal at home base or the North- West base. With that change, even normal non-Mech Infantry can whittle down the big lug. Additionally, I think one of the big things the Zombies have at their disposal is the fact that there are so many Forests around the map to ambush from. Trying to win a head-on fight isn't meant to work out for them unless the allies have left the Cities unchecked for too long. Well, anyway, I'm about to test it from the Zombie side again, so I'll get more data from that. |
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