Creator: UrBooksROverdue || First Published: 09/07/2023 || Players: 13 || Size: 50x48
Categories: None
Rating: 3.67 in 9 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
UrBooksROverdue (09/07/2023 06:30am | Edited: 10/07/2023 01:29pm):
---- OUTDATED MAP - PLEASE PLAY 5.0 ----
---- FIND v5 HERE https://awbw.amarriner.com/prevmaps.php?maps_id=152051 -----

FFA map, balance testing
ZeroGyoro (09/07/2023 04:56pm):
Hey boy! Looks good 😃.
BoldGiraffe (09/07/2023 11:39pm):
Looks super cool! Want my navy on this map lol
Meta Rexy (09/10/2023 03:53pm):
In general I dislike terrain that enables easy artillery locking of bases. Brown can
disrupt the capture of Green's third base and proceed to artillery lock it, putting him at
a severe disadvantage in the early mid game.

Orange can also artillery lock jade's base, and battleship lock Black's northern base if
he so chooses, with no counterplay aside from air units.

Brown is the only player Black can fight in the early game due to the terrain. I would
like to see a land front develop between black and orange/jade to help encourage a
healthier FFA (and remove the battleship locking issues).
anon35 (09/12/2023 04:55pm):
I would also point out the fact that turns to capture the third base for each player are also very different.
OS, GE, AB, and CI all get to their third base on turn 2.
BM, YC, RF, GS, BD, JS, PC, and PL get it on turn 3.
And Black Hole gets it on a RIDICULOUS 4 turns, putting them in a massive disadvantage.
Every country should get their third bases either in 2 or 3 turns all at the same time.

Meta's also right about the mobility, some more open spaces or connections between enemies would make this more dynamic.

I love FFA maps with heavy naval use so I gave this a 6, but if you improve these issues on v3, I'd bump that up to a 9.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.