Creator: Based Dangerously || First Published: 07/07/2023 || Players: 16 || Size: 36x36
















































































































































































































































































































Categories: None | ||
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Comments: |
Based Dangerously (07/09/2023 12:33am | Edited: 07/09/2023 12:34am):
Based (Dangerously) on: https://awbw.amarriner.com/prevmaps.php?maps_id=137109 Always ban sturm. Intended for 2 teams with alternating (ABABAB) turn order. Fog is advised but not needed. High Funds is possible, though slightly less balanced. FFA is always chaos. Rest easy, ye brave souls. Welcome to the only map with a design doc nearing 1,000 words. Why I created this: Voidnova. We all know him, we all love him, we all probably never join his games. He makes unbalanced map after horribly unbalanced map and then creates 10 public lobbies to rope other unsuspecting noobs into his makeshift prisons. Yet still, the mind of a child is truly wonderful, and APC immigration was a map born of that thoughtless euphoria. His genius is did not go unnoticed, receiving an illustrious 3.31/10 rating and inspiring heartwarming comments such as "Better than the previous ones" -lazarus_sol, and "What in tarnation" -Tezy After first seeing the map preview of it, my mind was infected. It was like a virus that plagued me. Month after month I would consider the possibilities of playing on such a map. Even now, looking at his original preview gives me a juvenile sense of giddiness. But there was one simple problem; the whole map sucked and I refused to play on the map myself or create a public lobby to draw unwitting noobs into a horrible experience. It was time to get to work fixing the map. Issues with the original: -In an FFA, players could block people's infantry in their starting locations with their APCs. This effectively removed up to half the players from the game before their first turn even started. Totally unfun, and was easily fixable by putting mountains in front of the infantry and moving the APCs out of the starting location. -in any match, I am certain most players would probably leave or lose before ever getting to a base. This is unavoidable in a 16p map but it carries the potential to ruin any one or any team’s chances of winning before the game even starts. This was fixed by putting bases at the spawn points to allow a player to spawn more infantry. Losing is now much harder and if one player abandons the game, his teammates can quickly recapture his owned properties and carry on with a smaller disadvantage. -Fog matches were borderline unplayable due to the collection of adjacent forests RIGHT NEXT TO BASES. This was fixed by removing forest clusters -Player 1/Team 1 could run to the end of the map first and safely secure the spoils at the end. This was fixed by having all players start on both the top and bottom. This also permits a second starting base and a traditional first turn advantage counter. -Javier OP. Solution: Less comm towers. -Issue with the original: no win condition aside from routing enemies or hoping the other 10 year olds you’re playing against surrender or forget this website existed. Solution: Labs are now accessible. Some players may be eliminated if a team or player is allowed into the lab area uncontested, but you all have more than time to get your thugshakers down to a second lab on the map -Issue with the original: no airports or ports. Solution: Ports and airports. Now that that’s out of the way, time for a Q and A with me! Q: It’s not symmetrical. A: That’s not a question, but It actually is symmetrical on the X axis! (Unless I messed up somewhere lol). The Y axis asymmetry is intentional to better reflect the original map and the game is still balanced without Y-axis symmetry because both teams will start on both sides of both axes! Still, the changes are mostly aesthetic, and both sides of the Y axis are more similar than they may first appear. Q: Okay but remove the missile silos? A: That’s still not a question, but this map is a reimagining of the manifested whimsical desires of a child ripped away from nearly all magic which made it unique. It is the AWBW equivalent of your favorite T.V. show being purchased by a corporate media conglomerate and revised into an inoffensive cashgrab. I am what Disney did to Star Wars. I am what Defy Media did to Smosh. I killed creativity to create a safe map which appeals to the mass market. But I left one thing. Missile silos. Missile silos are the final safe haven of the casual player. They are the bane of the beta “move planner” cuck. They are the last stand of implicit noob identity, and if you want them removed from THIS MAP you’re gonna have to take it up with Walker himself because I’m not gonna do it. Q: This map still sucks. A: …Yeah, kinda. |
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