Creator: Tyrael || First Published: 10/16/2007 || Players: 3 || Size: 23x23
| Categories: C-Rank, FFA Multiplay, Standard, Teleport Tile | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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DuelStriker (10/16/2007 05:00pm):
OMG, YOU MESSED UP. You need to move PL to the bottom center. |
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Tyrael (10/16/2007 05:01pm):
Compliment, criticize, and rate. I want to make this a good, fun map for everyone, not just myself. Tried something a bit different with FTA counter, CI gets one inf that can capture immediately, and PL gets two, one that can capture immediately and one that can't. Tell me if it doesn't work. I'm also wondering if I should give each team another base/airport, or add/remove a city. But the lake in the middle stays no matter what. The three countries are fighting over its exclusive fishing rights. |
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DuelStriker (10/16/2007 05:02pm | Edited: 10/16/2007 05:03pm):
DOUBLE POST DELETEDED. |
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Tyrael (10/16/2007 05:03pm | Edited: 10/16/2007 05:08pm):
Oops, forgot to reserve first comment. Oh well. DS- I would have done that, but then the warp tileswould have been all wierd and twisty and there would be a bunch of stray ocean. And if there's a bunch of ocean, then everyone can share the fish. The fish are the reason they're fighting, so I made it like this. |
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DuelStriker (10/16/2007 05:04pm):
Hmm I guess you're right. |
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Tyrael (10/16/2007 05:05pm):
Aesthetics (sp?) aside, how would you improve it? I'm mostly concerned about how the FTA counter will work out. |
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DuelStriker (10/16/2007 05:11pm):
Oh wait, TG goes after CI, so they should have the infantry. I don't see anything wrong with the terrain, there's just enough on each "island" |
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Tyrael (10/16/2007 05:12pm | Edited: 10/16/2007 05:15pm):
EDIT: OK, infantry was given to the proper country. I'm currently testing the FTA counter on my DS to see if it's horribly unbalanced funds-wise (assuming no combat until capture phase is complete). |
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DDD13 (10/16/2007 05:22pm):
Fine you made one better, grade my maps all you want. How do you get the warp tiles? |
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Tyrael (10/16/2007 05:29pm):
http://awbw.amarriner.com/wiki/index.php/Advance_Wars/AWBW_differences_and_known _glitches That'll explain it better then I can. The tiles will appear white when you edit, and you can't put anything on them. |
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FunkyChunk (10/16/2007 05:31pm):
The thing about teleport squares is that they can prevent movement and can't be fired through, so each team can potentially force a stalemate here by simply "meatshielding" the openings with 9 infantry. The only exception to this is if a CO is Jake or Grit, what with being able to indirect attack over the warp areas |
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DDD13 (10/16/2007 05:35pm):
Thanks |
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Tyrael (10/16/2007 05:43pm):
DDD: No problem. Funky: The islands are 6 squares apart specifically to prevent indirect fire in the interest of fairness (the outside countries can fire on CI but not each other so CI is at a disadvantage). I also want the pipes there to prevent warping sideways. But then it would become a race to block your entrances, which I hadn't thought about... Ideas on how to fix that would be welcome. Maybe connecting each island to each other one in three ways instead of two would help? |
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BadFurDay (10/16/2007 06:19pm):
Well, that's a way to balance a 3 player FFA game without getting a headache. Though, as FunkyChunk pointed out, I'd quickly setup some meatshields to block one side of my area before it can be attacked. Besides, black tiles ruin any chance of backing your attacks with indirects. As in most teleport tiles using map, it's near-impossible to counter this side effect. The best you could do is hope you'll get fair players in your game. |
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Tyrael (10/16/2007 07:15pm):
Either that or shrink the straight warp lines to one square and too bad PL and TG can't shoot artillery at each other, get over it. But then PL and TG can meatsheild eachother and break through CI's shields and he's screwed... Of course it won't be an issue with non-stally players, but it's still annoying. |
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DuelStriker (10/16/2007 07:36pm):
I forgot to rate it :O 9/10 |
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Ithapher (10/16/2007 08:41pm):
It looks very nice, I have no problem with it, not exactly my kind of map but good. I have one question though, how do you use those black tiles? |
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FunkyChunk (10/16/2007 08:54pm):
The link explaining how to place them in design maps has been posted already. If you're interested in what the black tiles do, they're a 0 movement cost terrain, which means that they can be moved over instantly by any unit (even piperunners and sea units). The catch is that a unit can't end their turn on a black square. |
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Ithapher (10/16/2007 09:20pm):
sorry for making another off topic post but, The link in the forum dosnt work. unless there is another somewhere else. |
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Tyrael (10/17/2007 04:56pm | Edited: 10/17/2007 04:59pm):
I posted the wiki link in an above comment. Just copypaste it. I think I'll redo the map and link the three islands together in three places instead of two to make it harder to shield off the islands. |
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sulla (11/29/2007 07:55am):
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DuelStriker (12/13/2007 02:08pm | Edited: 02/21/2012 12:26am):
Edit: nvm |
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GenericNPC (12/13/2007 03:40pm):
There is a simple way of stopping enemies from entering your land and that is to place an infantry infront of every warp tile and then you will be invincible in a sense, however if everybody does it then there wont be a winner |
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Tyrael (12/13/2007 04:46pm):
Yeah, I learned that after I published. :P Hopefully people won't be jerks and stall it like that, but there is the possibility which is bad. I'll make sure it can't happen in my future warptile maps with alternate routes or whatever. |
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GenericNPC (12/13/2007 05:30pm):
lol I discorvered that while playing on it...it is quite effective XP |
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thecooltodd (01/09/2008 06:15pm):
Except Grit and his rockets can reach over it! =D |
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Tyrael (01/29/2008 11:06pm):
^ Aw man... |
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Nehh (09/08/2010 10:27pm):
What you could do is have the odd Plains a short way from the warp exit allowing indirect fire from it... |
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