Creator: Ferret_Lottery || First Published: N/A || Players: 3 || Size: 45x45
Categories: None
Rating: 1.00 in 1 rating
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Comments:
Chociloni (03/12/2024 02:35pm):
There's a plains-mountain asymmetry at 05,15 and 05,23 (and same on the right side).

Just started playing this as OS. The unit limit is set to 50 which is probably way too low when you have 6-
10 bases.

The contested side islands seem risky since so much is decided based on who gets to thise bases first.
OS having the missiles could make them win all/most of them but missiles in fog can come down to a lot
of luck. Which can be fine on a casual map, but maybe not about who gets contested bases.

Other than that, the map looks fun and it's a cool design!
Chociloni (03/12/2024 02:36pm):
There's a plains-mountain asymmetry at 05,15 and 05,23 (and same on the right side).

Just started playing this as OS. The unit limit is set to 50 which is probably way too low when you have 6-
10 bases.

The contested side islands seem risky since so much is decided based on who gets to thise bases first.
OS having the missiles could make them win all/most of them but missiles in fog can come down to a lot
of luck. Which can be fine on a casual map, but maybe not about who gets contested bases.

Other than that, the map looks fun and it's a cool design!
Ferret_Lottery (03/12/2024 05:22pm):
Thanks for the notes!

And yes Usually play with 75 unit limits or no limit at all, did not realize it was off when I created the game you are in. Sorry
about that!
Chociloni (03/14/2024 07:35am):
75 sounds better but i would cpnsider 100. I capped out at 50 on day 6 and 75 would just give a couple
more days. On the other hand having it be unlimited risks creating very slow gameplay with so many
production facilities and high funds.

Or 75 is good if the intention is for OS to have the unit limit be a challenging obstacle to overcome. As
long as the map is balanced around the fact that BM/GE have double that.
Ferret_Lottery (04/12/2024 12:35am | Edited: 04/22/2024 11:53pm):
Got some good notes from games.
Changes made:
-fix asymmetry issue at 05,15 and 05,23
-remove missile silos, they give too much of an advantage to middle player and controller of side islands.
-Move the OS bases at 19,16 and 19,22 to have OS take a bit longer to get to middle bridges.
-BM and GE left and right side bases moved slightly closer to center. Airports moved as
well, for better spacing.
-exposed the OS capitals to the north and south side shores by shortening the pipe, Hope this will encourage more capture
play.
-add more pipes to OS center portion to restrict air units from moving quickly to land bridges. Breaking the pipe next to airport
will set up OS to be the same distance from land bridges as their opponents.

Will add more to this list as time goes on.
zielinskigr (04/22/2024 06:26pm):
Think, especially on high funds, that global damage COs in terms of 2v1 teams would obliterate OS, reducing their army by
~40% every cycle, don't know if thats possible to keep up with. Think a ban on those or at least gentlemen agreement that only
OS can pick global damage CO would fix that.
Ferret_Lottery (04/22/2024 11:11pm):
Yea, I can confirm that. My initial testing with friends was against a drake main and about the only way to counter it was to play
Andy, and even then it was still pretty tough as OS. Just noticed Olaf missed my ban list for the "default" settings for the map,
added him to the ban list, the next round of testing will have no global dmg COs.
Ferret_Lottery (04/22/2024 11:50pm | Edited: 04/29/2024 04:21pm):
Changes made after 2nd round of testing:
-Global Dmg COs banned
-Move the side island bases, south ones 1 south, north ones 1 north. OS can directly move to capture the bases after
landing a boat while BM and GE have to spend a turn moving.
-Move OS ports, right now COs with transport movment bonus can land black boats in one turn on side islands, needs to be 2
turns at least.
-Split land bridge into 2 for both north and south side.
-moved comm towers to be between land bridges.
-OS missing one infantry

WIP will add more to this as more notes come in.
herogen (04/24/2024 06:59am):
Sami is very strong for OS. Her fast transports let her get to the side islands in one move and her day to day makes it so
she gets a guaranteed cap on all the island factories. The two com towers more than make up for her weaker units. Add to
that the exposed HQ's for blue and green and they have to constantly guard their HQ's from a sneaky cap.

The Choke points on the top and bottom really get choked fast and its less fun when both players just sit back and amass
indirects and mega tanks. Could be interesting if there were more land bridges away from factories, give more fronts and
decision making to the players.
herogen (04/24/2024 09:31am):
Sami is very strong for OS. Her fast transports let her get to the side islands in one move and her day to day makes it so
she gets a guaranteed cap on all the island factories. The two com towers more than make up for her weaker units. Add to
that the exposed HQ's for blue and green and they have to constantly guard their HQ's from a sneaky cap.

The Choke points on the top and bottom really get choked fast and its less fun when both players just sit back and amass
indirects and mega tanks. Could be interesting if there were more land bridges away from factories, give more fronts and
decision making to the players.
herogen (04/24/2024 01:40pm):
Sami is very strong for OS. Her fast transports let her get to the side islands in one move and her day to day makes it so
she gets a guaranteed cap on all the island factories. The two com towers more than make up for her weaker units. Add to
that the exposed HQ's for blue and green and they have to constantly guard their HQ's from a sneaky cap.

The Choke points on the top and bottom really get choked fast and its less fun when both players just sit back and amass
indirects and mega tanks. Could be interesting if there were more land bridges away from factories, give more fronts and
decision making to the players.
herogen (04/25/2024 03:30pm):
Sami is very strong for OS. Her fast transports let her get to the side islands in one move and her day to day makes it so
she gets a guaranteed cap on all the island factories. The two com towers more than make up for her weaker units. Add to
that the exposed HQ's for blue and green and they have to constantly guard their HQ's from a sneaky cap.

The Choke points on the top and bottom really get choked fast and its less fun when both players just sit back and amass
indirects and mega tanks. Could be interesting if there were more land bridges away from factories, give more fronts and
decision making to the players.
herogen (04/25/2024 03:32pm):
fun fact, if you refresh the page after submitting a comment it posts the same comment.
Ferret_Lottery (04/30/2024 12:42pm | Edited: 05/02/2024 03:09pm):
3rd Round of testing Changes that need to be made:
-Forgot to add OS infantry back near their ports. sorry everyone playing OS right now.
-piperunners maybe to strong for BM and GE, may need to change the pipes on side or bottom so pipe runners cant make
use of the teleport tiles as much/often.

will add more change plans here.
Ferret_Lottery (05/24/2024 10:50pm):
Hopefully final round of testing going before publishing map



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