Creator: IonCannon || First Published: 04/03/2022 || Players: 4 || Size: 35x35
Categories: None
Rating: 0 in 0 ratings
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Comments:
IonCannon (04/03/2022 08:46am):
4 way FFA. I’ve tried to balance FTA.
Each section is supposed to specialise in a type of unit (top left-balance of ground units, top right-sea units, bottom left-air
units, bottom right-ground vehicle units)
Please let me know if I can improve this! Enjoy!
Lost and Found (04/04/2022 12:22am):
Overall layout issues:
I really like the idea here, but there's flaws with the concept.
The biggest issue here is that If each player wins one section and loses in the rest, it's
a hard stalemate. Funneling a whole army through a one tile chokepoint isn't fun, and
the top right area just doesn't even care if you do that.
I'm not sure how to actually fix this issue with the given layout (an HQ in each area isn't
quite the same thing for instance, but is the only thing that comes to mind and fixes
that) though.
YC/OS battleships in the naval part can snipe BM/GE land stuff in the upper left. YC
gets to hit GE in the bottom right section too. Ditto for missiles from the top left killing
the upper players' airports (super strong)
Artillery shooting over pipes in general also strongly messes with the map.

Issues for the actual submaps:
Top left: There's somewhat little space for how close factories are to the frontlines.
Getting artillery into place to cover the river bridges in one turn makes stalling here
quite easy. It's probably best to move that forward factory back a bit.
Top right: There's a road here that does not belong there. I really like this section
otherwise, good job!
Bottom left: Generally good, but completely nulling AAs instead of making them very
slow to deploy means that battles here will be extremely volatile and getting back into
the section after even a small loss is nigh impossible, as copters have super stromg
first strikes on newly built copters and fighters just reach the neighboring two players
in one turn.
Bottom right: oof, piperunners. Seems easy enough to stale off this section extremely
hard even with the low unit count due to those, but at least the center cities are there
to fight over somewhat. I'd expect this area to get neglected in games for the most
part.
IonCannon (04/04/2022 06:55am):
Thank you for the feedback, your absolutely right about the indirects across pipe seams-can’t believe I didn’t foresee that
haha, I’ll have a really good shuffle about of things once games have ended on it. In regards to bottom left section, shall I
open up the factories? And maybe for bottom right add some neutral factories?
Lost and Found (04/05/2022 07:17pm):
I think the bottom left would appeeciate factories being available, yes. It might help to make them really slow - replacing one of
the mountains behind each factory with a forest, for example - to keep the air focus around even more.

I don't think the bottom right is "salvageable" as is - more units would make walling up into a stall even easier. It's just an
ingerent piperunner issue, really - any super strong unit that can't attack is going to defend. And it defends very, very well.
IonCannon (04/05/2022 08:08pm):
I’ll do as you suggest for the bottom left, for the bottom right I shall just remove the pipe runners but keep the pipes, I’ll have a
good shuffle about with everything else!
IonCannon (05/13/2022 08:27am):
Ok, I have edited:

Removed pipe runners first and foremost, added HQ’s to all four corners, removed pesky mis-clicked road tile, removed a
mountain behind factories in bottom left, and a few minor changes to hopefully prevent chokepoints.

I think the whole indirects over pipes can’t really be avoided due to aesthetic of map-I can only suggest banning missiles and
rockets-I might try fiddling about again after another test to see how that goes.
IonCannon (05/13/2022 08:32am):
Also expanded seams dividing sections and moved the factories in top left back.
Dataslycer (05/14/2022 01:47pm):
Got some major FTA on bottom left. OS can just send a tcopter with infantry to cap someone's HQ. If OS is Sami, it
becomes virtually impossible to stop OS from capping an HQ.

Many of the bases are situated too close to the other sectors that you can place artilleries to bombard the other side's
bases.

OS and YC still has access to piperunnerstop right while GE and BM at SOL and cannot do the same.
IonCannon (05/16/2022 03:57pm):
As mentioned before, I’d recommend banning rockets and missiles-unfortunately I’d rather not ban artillery but if you want
you can. As for piperunneres-I’d ban them too.

You are correct about bottom left FTA though. I’ll edit ASAP.
IonCannon (05/27/2022 06:23am):
Moved the HQ’s back a bit for bottom left section, added a neautral factory per team in the bottom right section. Let’s see
how this plays!



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