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| Comments: |
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Niiue (05/31/2023 04:15pm):
7.8/10 too much water |
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Counterstyle (05/31/2023 06:28pm):
What do u expect? Digimons? Its hoen xD The map its so bad btw, no balance, no fight points... Nah 3/10, make it interesting |
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KnightAl (05/31/2023 07:44pm):
Very unbalanced, some countries have more properties, almost all have 5, there are others that have 6 and do not even have the same number of troop production buildings (some have only 2 and others 3), Cobalt and Teal cannot even get their troops off their islands for not having beaches, what happens with the airport of White and Purple, someone approaches them with AA and it is useless to deploy troops (place it in that corner of the rivers for White and exchange the position of the airport with some city for Purple). Recommendations: - Match the number of total properties and troop production of each country (that they all have an airport), and that all the edges of the islands are beaches (how the fuck can they take out their ground troops and others can invade them). - Place cities in some intermediate points of the map to encourage fights for properties (more funds leads to having an advantage over others avoiding game stagnation). Where is my Mt. Pyre, Desert Ruins, Abandoned Ship and Sky Tower, and the Berry Ranch (if you count the 3ds version). - Separate the cities at least 4 squares of spaces or more (this map should be a little bigger for that), since for example Orange, Blue, Green, Jade and White are very close to their rivals. - That the countries that are on islands already have a Lander from the start (you know what it is to be anchored for not being able to get your troops off an island, because the Lander costs 12,000 funds and all the naval troops cost a lot, against those it has airports that can deploy T-copters for a low price of 5000, to go capture a city elsewhere and also B- copters that are literally the best cost-benefit troops to deal with ground, naval and other copters, too unfair ). - Many mountains, remove mountains adjacent to the roads and replace them with plains and/or sparse forests (not symmetrical), so that the connection between countries is not all a bottleneck (ban Strum, very broken that his soldiers march as if he swims in mountains, and to Grit because if everything is a bottleneck, his additional range breaks the balance of the confrontation in his favor), separates the central area of the map a little more so that the desert does not enter and if you open the roads more, do not bother both removing environment. - Remove the missile silo from the center since those who are close can leave a soldier there for when they need it in a push to win a confrontation (giving them a lot of advantage to destroy and advance). - That the countries that are not islands and are the last in turn have at least one infantry already deployed, omit those that have the Lander. - That the map is played in FFA or Teams (change distribution of countries so that it is just the sequence of turns per team, and specify the order of the teams for formats teams of 2 or 4 people per team), and activated random weather ( It hurts that there is no sun, by the way legendary it makes it rain, wink, wink). And once it is modified, take out a version of the map for fewer players (very tedious for 16 people to take their turn), if there are 16 locations, there is a distribution for 8-player games (each with 2 starting places) and 4 players ( each player in 4 different starting places), of course, they will not start with all the properties in their domain, but rather, they will capture little by little). If there are less players it makes the game faster and more fluid. |
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