Creator: Vampir1991 || First Published: 09/12/2007 || Players: 4 || Size: 20x20
Categories: None
Rating: 5.33 in 3 ratings
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Comments:
Power_of_Dance (02/15/2008 12:30pm | Edited: 02/15/2008 12:31pm):
I like the idea, but the execution needs alot of work.

-If you're going to make things even, make sure to counter FTA (first-turn advantage). Give
GE and YC an extra city, or maybe even something unique. Just make sure not to give them
the advantage, because then you're back to where you were.
-Cut alot of the forests and mountains back. Sturm is just asking to rear his head right here.
-Get rid of some of the pipes surrounding the HQs. Again, a good idea on paper, but
generally it just doesn't play out right.
-Why is Blue Moon the only one to get a Com Tower? Just get rid of that.
-You might want to increase funds a bit more. A rough estimate of 10K just isn't enough,
especially when you have Air and Sea units in the mix.
-Ditch the port in the middle. It really won't help the battle that much, and whoever gets it can
build a sub and dive it, blocking the only way to get to the other side.
-Speaking of the middle, open it up more. One single line is a terrible chokepoint, and just
comes down to who has the most meatshields. The only other option of land units going to
the opposite side is by taking a Lander, which isn't the best way all of the time.
-Get rid of the neutral airports, and one of everybody's main ones. Only one airport is really
necessary, unless it's some gigantic map.
-Put some shoals up around Blue Moon. The only way to drop land units off up there is to get
into the port...and do you think they're really going to let that happen?

Despite all this, I really do think this map has some potential. Just make sure to read up on
some of the map-making guides scattered across the net.



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