Creator: Scurge || First Published: 09/23/2022 || Players: 2 || Size: 19x23
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| Comments: |
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airob (09/23/2022 01:24pm):
The fronts are too bland. Sides are very chokey and the shoal connection at the center has no incentive to fight for it. It is very safe to stay on your side of the map with almost no contested properties |
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Scurge (10/05/2022 02:55pm | Edited: 10/05/2022 02:56pm):
I have extended river each side to pull the mountain next to the comm tower back a space so more than one unit - previously would have been the road tiles between the towers and bridges - is needed to block that front and the comm tower can be accessed and so potentially attacked by vehicles from all sides. I have added cities to the centre and moved two mountains back from it to have forests there instead to make that front less bland; there now being some two-star terrain adjacent to the shoreline/shallow river. Can also lower the number of cities at the top and bottom of the map to further incentivise going for those in the middle if needed, but lack of contested properties seemed to be the main concern. |
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Scurge (10/05/2022 03:03pm):
Forgot to mention after creating the map; terrain beside each HQ is intentionally very heavy to promote a kind of 'weak side, strong side' developing. |
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Scurge (11/27/2022 10:19am):
Couple of small edits. Recons from pre-owned, strong-side base can reach comm tower on opposing side in two moves, prompting opponent to build a tank from their weak-side base and/or use one of their first few infantry units built there to move to cap it and so sacrifice some early-game city caps and so income. |
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