Creator: Exodus7656 || First Published: 06/07/2022 || Players: 5 || Size: 36x36
Categories: None
Rating: 1.00 in 1 rating
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Comments:
Exodus7656 (06/07/2022 08:00pm):
I am testing this map, so it is un-published for now.

I made a Texas map, but wasn't sure what type of game mode would be the most fun.

This is the zombies version of the map.

And yes, all mountains, rivers, forests, cities, bases, ports, airfields, and launch sites match their real world location within the
state. The roads are just placed where I felt they should be to improve gameplay.
Exodus7656 (06/07/2022 08:04pm | Edited: 06/07/2022 08:07pm):
Update 1.1:

Zombies now start with infantry instead of mech, so they can move faster.
All bases have been replaced with empty missile silos.
All cities are now bases, since it makes sense that if zombies infest a city, they can make more zombies at it.
Zombies no longer start with a loaded missile silo, but the human players still have one.
Offset the OS starting infantry so it can choose between, and reach, multiple properties on its first turn.
Moved all HQs and Labs to the corner.
Victory condition is now rout only, unless property count or turn count is specified in game setup.

Update 1.2:

Added a third comtower to zombies.
Zombies start with airports captured for extra income.
Removed river ports.
Added roads and bridges to improve the flow of gameplay.

Update 1.3:

Removed reef.

Update 1.4:

Doubled the starting infantry for the allied nations, and placed them in positions to better assist with early game.
Zombies now start with infantry on the pre-captured airports.

Update 1.5:

Removed third comtower from zombies and changed other comtowers to be neutral at start. This change is mainly to
discourage the exclusive use of Javier in T0 (yes, you can just ban him also).
Adjusted the positions of starting infantry for the allied nations. Every infantry should be within one turn of multiple properties.
Each allied nations player is intended to own around seven or eight properties once they are all captured.
Allied nations players start with two bases now.
Doubled the HQ count for allied nations players to increase guaranteed income.
Adjusted road on left edge of map to increase travel time.

Update 1.6:

Zombies now start with mech units in their forward positions on the pre-captured airports. This discourages the other team
from rushing into the zombie front line at the beginning of the game. It also slows down the speed of the initial zombie front
line since mechs can only move two spaces.

Update 1.7:

Reduced the amount of ocean tiles in the bottom right to prevent the allied nations from hiding indefinitely using naval units.

Update 1.8:

Added more road connections.
Added starting recons for zombies.

Update 1.9:

Increased guaranteed zombie income by a factor of five.
Zombies no longer start with airports already captured.
Doubled the number of starting mech units for the zombie player. This change allows the zombie player to guard both of their
properties while they capture them.
Zombies now once again have a loaded missile silo.
Added even more road connections.
Therasis (06/20/2022 01:27am):
Like the idea, but too many mountains. It serves no real in-game purpose other than giving the zombies an irritating hold and is
extremely geographically inaccurate (despite your claims). I would suggest giving all human forces 1 or 2 silos and none for
the Zombies, makes no sense that 'Zombies' would launch ICBMs. Additionally, the Zombies already have a big advantage in
income and production so this starts to level the playing field. This gives a coordinated all-player attack a good chance of
slowing the zombie advance and taking some of their territories. The way it is now if one human player quits or is defeated
early on the Zombies will inevitably overtake the rest of the humans.
Exodus7656 (06/21/2022 07:31pm):
The mountains are based on geographical data and altitude maps. Advance Wars
does not have anything in between flat plains and mountains with regard to perceived
terrain height and increased movement cost.

It does not make sense that "Zombies" would have anything other than infantry, but
that is extremely un-fun for the zombie player.

Almost all AWBW games devolve into a unenjoyable experience if someone on any
team leaves early. This can be mitigated with map design, yes, but it is just a fact of
life most of the time that leavers will ruin your experience on this site.



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