Creator: Raedel || First Published: 04/21/2024 || Players: 6 || Size: 49x49
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| Comments: |
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Raedel (04/21/2024 05:17am):
Credit where credit is due: https://awbw.amarriner.com/prevmaps.php?maps_id=86897 Taking my own advice from what I noticed, all I've done here is tidy up the middle and shift all those comms to the "blades". |
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ViridisViperz (04/21/2024 11:12pm | Edited: 04/21/2024 11:29pm):
Oy vey where to begin? I like the use of deep water and the channels into the center. Lots of viability for all unit types, and thus COs. Mountains are sparse, which is bad news for mechs aside from some limited mountain-walking shenanigans for the contestants neutral properties on the perimeter. Normally I'd find big forests annoying but you spaced them into auxiliary areas with interspersed with roads, which actually makes them interesting and useful- which is good! The water is never adjacent to any airports so cruiser viability is hamstringed significantly- however HQs are well within carrier and battleship range which means naval win conditions are definitely in the cards. I like how the contesting the center is important but not necessarily game-determining. And what's this!? PIPERUNNERS GET LITTLE NUBS TO HANG OUT ON!? Anyway normally I'm a swastika guy but today I'll make an exception. 10/10 |
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Meta Rexy (06/25/2024 12:16pm):
Since you made the effort to edit the original, might as well try to balance it more (without fully neutering the chaos of the map). Remove the neutral bases and airports on the outer ring between each player. Comm towers can stay, but might cause those balancing issues you were concerned about in the original map once players are eliminated or booted, and the survivors claim multiple towers. I personally would remove the pre owned third base orbiting the center ring, because it's very likely to be overrun by their neighbor's HQ front with 3 bases and an airport, after which the HQs will be guarded by up to 5 (later 6) bases! The missile silos accessible by day 2 create large FTA issues as well, and I'd remove them because they will be used to disrupt infantry immediately, making them more of an annoyance rather than a mid to late game reward. |
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