Creator: Drab Emordnilap || First Published: 08/30/2006 || Players: 14 || Size: 38x38
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| Comments: |
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Drab Emordnilap (08/30/2006 01:01pm):
First of all, thanks for the 1 before I finished. Once upon a time, there was a really small country. They were rich and prosperous, and had a nice pipeline going around the country. Then they got overpopulated, and so they nuked the crap out of the four surrounding countries so that we different factions could expand peacefully. Or expand, anyways. 14 player immigration. Fog ON. Yes, I'm not completly original, but I like the game style enough to try and emulate it. And really, they aren't 'immigrating', they're 'emigrating', so it's okay. :P The warp tiles mean the the four islands are really one big one, so sea units are actually completly unnecessary... but then they'd always know where you're coming from, so the sea is still an option. I know it's not balanced; I made it, so it won't be. :P Help with that would be appreciated. I tried to balance FTA by putting earlier countries closer to the center of the starting mass. Yes, some infantry are adjacent to enemy TCs, but the teams with the copters always go before the infantry do. |
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Megaa (08/30/2006 01:31pm):
I like it. Pretty cool idea. And I don't KNOW if it deserves it, but I'm raiting it a 10 to counter that asshole that 1'd you. :) |
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GaoGaoStegosaurus (08/30/2006 02:17pm):
It's always good practice to list out the team distribution... I for one can't figure out at first glance how the teams are split. =\ |
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MagicJS (08/30/2006 06:15pm):
Too few properties, especially sea ports for too many players. And no airports? 5 infs can block corners and prevent all land attacks to the island. FTA? some players can start capturing bases the second turn, others have to wait till third. |
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Drab Emordnilap (08/30/2006 06:24pm):
Team distribution? I want CHAOS. ^^ And the idea was for people to settle one island first, and then when only one or two people were left on each island, the victors would war. But yes, I see what you're saying about the infantry. Any ideas on how I can fix that without destroying the main premise of the map? |
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MagicJS (08/30/2006 07:22pm):
More links to 0MP strip from islands near the middle or two sea ports per island so more players can launch surprise attacks on any island. As for FTA, either have more bases near the center or change all start positions closer to 0MP sqaures. |
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LiteYear (09/01/2006 06:01pm | Edited: 09/01/2006 06:02pm):
There really isn't enough places and/or room for 14 players on this map. It's is an interesting idea, though, with the islands connected. |
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Dullahan (09/01/2006 08:52pm):
The bases should be farther away from each other as well as from the comm towers (top-right island, I'm looking at you). Set-ups like that one give certain players a significant advantage (increased firepower AND production?) LY's right-on about the 14 players - maybe 8 players. A few more neutral cities would be helpful, and you might want to consider adding in highly vulnerable and inconveniently-placed airports to help with breaking stalemates along the corners without making seaports obsolete. Perhaps also more shoals along the center to allow for sneak attacks from other directions. |
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Drab Emordnilap (09/02/2006 09:03pm | Edited: 09/02/2006 09:06pm):
I get what you all are saying. I'm no professional mapmaker yet, but I can't edit it with a game being played on it. EDIT: Part of the reason I made it was because I wanted to do a 14 player map, honestly. I may redo it completly and take away the island theme, and just make it a world that wraps. |
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Rawr ( . ) (11/12/2006 06:17am):
can the infantry even move into the copters? |
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Drab Emordnilap (11/12/2006 07:46am):
Yes. |
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Falconewing (08/02/2009 06:51pm):
LOL nobody can get to the bases if they not Sami, FAIL |
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blankets (08/03/2009 12:15am):
i like how the middle pipes almost resemble swastika.... :D good map 9/10. btw, what do you mean falconewing? |
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