Creator: amen001 || First Published: 05/30/2022 || Players: 4 || Size: 36x36
Categories: None
Rating: 6.00 in 1 rating
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Comments:
Shadow Star (05/30/2022 12:46pm):
I'm going to assume that the chokepoints that are going to cause the game to stall out are intentional. There looks to be 13K
property per country (26K property per side) making naval units completely unfeasible when there are 6 bases and 2
airports. Teams are technically balanced at ABBA.

The biggest problem is just the massive chokepoints, as in, pretty much the whole map. That coupled with the low funds is
going to be a real detriment to the map. If that's the intention, then, you won't have to change anything. But with the way it's
designed now I think you might want to set funds to 1500 or even 2000 per property to help with a lot of the problems (won't
fix the Chokepoints, but it means that air (and to a lesser extent sea) can actually do something. and with the higher funds
people won't be stuck with 3 infantry and a battlecopter every turn. (with the occasional mech)

If these are not your intentions, then I'd remove some of the pipes and some of the mountains to open up the battle a bit,
increase the city count, and try and find a way to speed up combat (putting the players starting bases a bit closer can help
with that) also centralizing more of the property so that rushing the middle is encouraged, as that also increases the speed
of combat. Currently most property is fairly safe and away from a lot of the fighting)
amen001 (05/31/2022 03:28pm | Edited: 05/31/2022 03:32pm):
hi, i think you are right. what I wanted to do is give utility to the air base in the center of the map where there will only be
infantry, for example with a Bomber in the middle it will cause a disaster that's why the utility of the pipes, to slow down air
attacks and counterattacks

for the navy , if you play fog you can ambush and directly towards the enemy bases without having to go through the labyrinth



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