Creator: Lord Hellion || First Published: 10/20/2006 || Players: 4 || Size: 30x30
Categories: None
Rating: 3.78 in 9 ratings
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Comments:
Patashu Mapmule I (10/21/2006 01:19am):
Too empty. spread neutral property out (Plus, nothing will be able to get out besides infantry
and mechs and planes, wth?)
Lord Hellion (10/21/2006 07:10pm | Edited: 10/21/2006 07:12pm):
Just an experiment. Time for a redesign. The empty space is the defending battle field. Just
giving the defending player room to defend and possible attack at the same time.
Lord Hellion (10/27/2006 01:37pm):
How's it look now.
jhuni (10/27/2006 02:38pm):
Major terrain clumps.
Lord Hellion (11/06/2006 07:46pm):
I'm trying for a 4 player game that has no and I repeat no advantage for anyone. A game of
pure tactical knowledge.

Suggestions please....
jhuni (11/12/2006 03:03pm):
Read the guide I sent you, so that you essentailly know how to make good terrain variety.
Look at those woods: they aduce that this maps of low quality there all in one area, and not
spread out, which isn't a good feature to this map.

Theres a lack of neatrul properties, and overall everythings clumped when it shouldn't be,
and theres FTA. Do to such clumps a 4/10 rating of this map is given.
Lord Hellion (11/14/2006 08:29am):
OK what is FTA? And as for that link and good terrain variety. That has nothing to do with
this design. I had the idea of making a good 100% even 4 way map with lots of hideing
places. You seem to like maps that have nothing but random terrain placement. With no clear
advantage or disadvantage for any unit or player. And it would also seem you like smaller
quicker maps. And the only map you have has a rateing of 5.74 in 31 ratings.

Not to mention you seem to make you mission to make comments on MANY maps with no
real constructive help other than sending the above mentioned link. You seem very disliked
so I will just ignore you comments from now on.
Dokan (11/15/2006 11:48am):
You have to accept that you can be wrong Hellion, if you don't then you will never make
good maps. jhuni is saying the right thing. Also FTA is first turn advantage you need to
balance that out by giving an inf to the last two players or giving them a city in the
opponent's region.
Lord Hellion (11/16/2006 09:29am):
I agree this map need more work....hay it was my 2nd. I'm waiting till the currect game is do
so I can redesign it. And OK I suppose it is FTA, but why not have a defenceable base. Do
you have to start right off in combat? I've seen the link jhuni is refering to and there seem to
be no purpose to map design other than a slug fest from start to finish.

Dokan please look at and comment on my other maps. I DO want people to comment on my
maps but at least be open to spacific designs like my fleets map. There I'm trying to recreate
the island hopping of the South Pacific.
Lord Hellion (11/25/2006 07:02pm):
Ok redesign done. Comments suggestions please?
oomouwmouw (11/25/2006 08:17pm):
Recons make for FTA, FTA: whoever goes first, will most likely take the center property clump.
Fuzzypickles (11/25/2006 09:40pm):
To eliminate FTA, you have to give something to the teams that aren't going first. If you
give something to everyone you aren't removing the FTA.

Terrain is still too bland. Having slight variety in the terrain doesn't reduce strategy
like you seem to be thinking: it enhances it. By having huge chunks of plains you don't
have any terrain to use defensively. Also, there needs to be something in between the
team's HQs to fight over. Right now, everything is focused on the center, and taking
control of that probably won't happen for a while due to the pipes. So, everyone takes
their own cities near them, and then they rush each other's bases, perhaps sending a few
units toward the middle. You need a few cities in the middle to take control of to try to
make things a bit more interesting in the middle of nowhere.
Lord Hellion (12/30/2006 11:02pm):
Alright....hows this look?
Admiral Palleon (07/31/2007 01:43pm):
Better but i still am confused about the mechs outside the bases




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