Creator: AcousticHemoroads || First Published: N/A || Players: 3 || Size: 50x50











































































































































































































































































Categories: None | ||
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Comments: |
The Lift (09/30/2024 09:58am):
Green Earth seems unable to capture, and the map seems asymmetrical, that is not including Blue Moon's pre-captured properties, the forests and labs in the centre aren't symmetrical. |
itchydani3l (09/30/2024 03:11pm):
It looks like the creator included Green Earth as a spectator faction. They joined their own hosted game as Green |
AcousticHemoroads (10/30/2024 06:46pm):
correct, i even made a discription bout the green earth purpose, i myself am not that experienced enough for certain details so i make the map and let others play for feedback, hopefully u guys enjoy the game, made some changes already from the first attempt, second attempt not realy been given feedback, but i hope it was in overal positive yet different experience due objective differences of play |
4ldwin (10/30/2024 08:44pm):
After playing it the biggest problem I found was that there is just one path vehicles can go along which leads to the center, which is also a kill box that'll have indirect and missile spam. Also BM has 6 preowned properties which is an automatic 12,000 gold advantage by day 2. |
AcousticHemoroads (10/31/2024 11:00am | Edited: 11/06/2024 05:55pm):
Its kinda intended that not everything can acces everything so u gotta make prioritys so that vehicles dont have acces everywhere ist realy the issue as u can also make use of airplanes to get to the other side. The main goal is that u have to make objective goals to win and not realy who strikes first idea. Aka its supposed to be an diffilcult map. Theres plenty of maps already where most units have accesability at all terains +- |
rmac (12/03/2024 06:01pm | Edited: 12/03/2024 06:04pm):
looks like blu has a huge advantage, 2 more APCs, and 3 free cities, with the front infantry are basically free to leave while OS either has to let BM get the income, or take infantry to sit there. Also there is only one vehicle land lane, with pretty strong coke points at the center, and the sides, i think it would be better to allow the other path to have a land lane to open up the sides for combat. air units are ok, but are stopped by a line of infantry and some AAs or missiles or pipe runners. it would be a cool mixed base map, but as a single front is bad. the idea of an early objective area to capture is cool, and does work in practice, but in this case, and as per the game i played, I was able to get more factories, and therefore won the unit count and area control game. I think the idea is ok, but the design of the map limits how much initial base vehicles can help, rather you have to get an infantry to the factories ASAP, and then are able to produce units there. This really then becomes an infantry/transport rush. Further compounding the aspect of OS having 2 fewer APCs. |
einsama (12/04/2024 11:54am):
Finished a game on the map, not a long game to tell many things. Though, I agree with the others here that the fact that there are too many choke points, and there are too many teleportation tiles. Also, given the three initial cities, two more APCs for BM are somewhat not necessary in my opinion. Finally, the map is maybe too big for only two people, might be more interesting to see two smaller camps to make this a 2v2 game for example. |
AcousticHemoroads (12/07/2024 06:52pm):
ight, will nerf the blue moon part further reading this, tho i dont wanna change too much in the strat part, but the main point is to make vehicles more viable in other areas so ill look in there then, i think with the spreading part that the teleportation tiles are somewhat needed for support from main base the least, but ill see what i can do |
Thinog (02/18/2025 11:58am):
So I just finished my game and I still think the Silo areas need to be opened so the opposite side can contest those areas. Right now the only true contested area is the 4 Com Towers in the center but they give way too much of a boost. In other words, there is only 1 contested area and the first one to capture it wins the game. |
AcousticHemoroads (04/10/2025 02:38pm):
its a work in progress, i am trying to find a way that makes every co valid for their own reasons, this in its own is a diffilcult tasks, com towers may be nice to have for sure, but it can come with a drawback that u focus to much strong units there that u leave multiple blind spots open, co pick is gonna be important towards this as there will be multiple strats available in the future, but this ist done in a 1 2 3 situation, its gonna be an error and trial, be patience and u will see that even tho its gonna fail often due changes that have yet to be made, its gonna be solved over time, and once this part is over, the map will be truly finished |
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