Creator: tmassing || First Published: 09/27/2006 || Players: 4 || Size: 34x32
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| Comments: |
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tmassing (09/27/2006 12:08pm):
This is my first map. Please tell me what you think. It's a team map grey + pink vs amber and teal. The towers at the top left and bottom right corners can not be reached by boat.. only air.... and the only two players that have access to planes are pink and teal. Suicide mission! They also get 3-4 more cities than their teammates, but their teammates (amber and grey) are meant to own the two towers near their respective base. So, one CO has the money and planes and the other CO has the 10% more offensive power and the naval responsibility. I attempted to get everyone involved in as many places as possible. FTA: since team one (pink and grey) move 1st and thirsd I gave teal and amber an extra city at their enemies' bases. Grey should capture in 3 turns and pink in 2 which gives team two an extra 5000 cash. RATE IT TOO PLEASE!! |
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tmassing (09/27/2006 12:14pm):
i think sensei is broken for this map. too many cities. |
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tmassing (09/27/2006 12:28pm):
I wanted to take the map Paradise Isle and make changes so boats were part of the game. 8 hrs later this is what i have. I also didnt like how screwed you were if you didnt have the middle . I don't like it where a game depends all on one battle. the battles on the top and bottom bridges were never factors when i played my two games on the map. Hopefully with this map not one battle will determine the victor. |
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EXQLI (09/27/2006 10:02pm | Edited: 09/27/2006 10:06pm):
Positive points: 1) I really like the idea of some countries having only air power and others naval power. I've never created a map myself but that is one key aspect I would want to have. 2) Very balanced. 3) Reefs in the center for hiding naval units. 4) Many properties near the country's home bases to allow build up to be able to fight for the middle with gusto. Negative points: 1) Too many choke points for naval units; need more open sea spaces for them to be able to move around. Some of those isles have nothing on them whatsoever (the only thing you could put on them is infantry or mech with an air unit and neither is good for vision nor indirect fire). The roads on the sides should be moved to the very edge and connected...if not connected then deleted all together and made into sea spaces. 2) I don't like pipes at all and usually avoid maps with piping. However, if you are going to have piping then a factory needs to be next to it somewhere so a piperunner unit can be built and used. 3) There are no shoals on the map. That means the naval powers can take over the properties near them, take over a portion of the middle on their side only, lob shots at the enemy, shoot down some aircraft, can only land on the other naval power's sea port, and that is it. They really become sidelined players. This is a serious flaw. With some minor tweaking this will be a good map. I look forward to playing on it. Not bad for a first attempt. |
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tmassing (09/27/2006 11:08pm):
1) the roads on the side are for a last defense for the "air" co to help protect the "sea" Co with indirects. The bottom left and top right portions of the map have no sea units so i put in islands just for looks. 2)I was thinkning anready about not enough sea space to move around... that i might change but i think if a CO can get through there with the navy he has probably won anyway. It's meant to benefit the CO protecting the towers 3)IU'm not sure I understand. the naval units dont need seaports because they can refuel from apcs (on the middle islands) or blackboats. Don't understand why you need shoal. Aircrafts are going to be very dangerous to use because of all the trees... thanks exqli |
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