Creator: Saltpeter || First Published: 11/15/2007 || Players: 4 || Size: 20x20
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| Comments: |
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Saltpeter (11/15/2007 06:43pm):
The reception to my first rush map made me want to make the 4-player version sooner. So I did. A slightly higher ratio of neutral buildings to owned buildings than the first one to make things a little more interesting. This setup allows for practical and balanced team matches of any two teams. Hope you like it! |
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DuelStriker (11/15/2007 06:46pm):
BM doesn't really need a FTA counter, in fact they will probably have STA because they will attack GE's artilery. |
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Tyrael (11/15/2007 07:37pm):
Yay, a sequal! Everybody loves those! Hmm... The opposing cities start too close to the bases, so there's not too much incentive to rush to stop your opponent from capturing yours, you can just capture theirs at the same time and be way far away. Might I suggest making the central neutrals and the ones on the side pre-owned as well and move the neutrals to the very corners? That'd give some incentive to fight early, which is kinda the point, right? And, um, un-choke the bases inside the mountains? I don't understand why the bases are hiding. Speaking of bases, four seems like 1-2 too many for the size and funds, too much infantry spammage. And w00t more rushage! 7/10 as is. |
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Saltpeter (11/15/2007 08:04pm | Edited: 11/15/2007 09:00pm):
Hm. I had considered the positioning of the cities. I guess I didn't consider it enough. It was easier to get right on a rectangular map. I'll reposition the cities. I'll also remove the trees from the hidden bases. They're surrounded by mountains because I didn't want any infantry to be able to get at it two turns after being made. I guess, given the situation with the capturable buildings near base, people wouldn't often consider that, anyway. I'll unchoke the bases. I'll also remove two of each owned base. I wonder how this will turn out... Update: Massive shift in the layout of the cities. Removed some, added some. Now, there are no cities that can be reached by infantry one turn out of the base. This gives greater incentive to premature attacks. Wait, wait, I forgot to fix the roads on two sides. ;>.> I go fix now. Update 2: Fixed. All is well. Update 3: Messed around with the cities some more. They're more evenly spread out, so that one color doesn't dominate each corner as much. |
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Tyrael (11/16/2007 09:54am):
Nice update, I think it's much better now. Rerate to 9/10 |
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Nyvelion (10/30/2014 04:19pm):
Yes is much better now. |
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