| Categories: C-Rank, FFA Multiplay, Mixed Base, Standard | ||
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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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Ploumeur (12/30/2007 06:35pm):
Ban the usual five, Sami, Sturm and Javier. FFA or team games. Teams are OS+YC and BM+GE. |
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lindsay40k (12/30/2007 07:36pm):
What is the purpose of all the labs? |
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DuelStriker (12/30/2007 08:26pm):
I like lab capture maps (usually) they make games more fun, since you have to defend more than one front. 9/10 |
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Heartless rockzorz (12/31/2007 12:09am):
IN THE NAME OF LOVE! |
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Ploumeur (12/31/2007 10:40am):
Labs replace HQs. You lose if one of your HQ or all of your labs get captured. |
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rast2 (03/17/2008 04:25pm):
Actually DS, in lab capture maps you *don't* have to defend more than one front. As long as you can keep one lab safe it doesn't matter what happens to the rest. In this map you have a lab right next to two factories, so there isn't anything in particular to defend. This map would be more interesting with HQs instead of labs, or with labs loacated somewhere other than right next to your own factories. no rating because its ffa |
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Ploumeur (03/17/2008 08:43pm):
I don't agree with you. I put labs in this map because I wanted no HQ capture. This map is made for diplomacy. With an ally, it's feasible (and likely) to capture an other base or an other com tower. This fact is sufficient to spice up the game. You still have more than one front because you have only one base to defend your first com tower, against four bases of your neighbours. If the two are against you, you will have an hard time. |
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rast2 (03/18/2008 01:36pm):
The problem is that the gameplay will be the same as for a map with one HQ by the two factories, or a map with all the hqs hidden behind pipes in the far corner. For lab capture to be a relevant part of a map, the labs have to be located somewhere other than right next to the player's main factories. |
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Ploumeur (03/18/2008 03:54pm):
I've playtested this map and I can say the labs have a purpose. When you're getting to the last bases of an opponent, you can block his bases with Md. tanks and capture his bases, his cities and other properties with only one infantry. This speeds up the game and can utterly change the balance of powers in only two turns. |
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DuelStriker (04/08/2008 02:43pm):
"rast2 (03/17/2008 04:25pm): Actually DS, in lab capture maps you *don't* have to defend more than one front. As long as you can keep one lab safe it doesn't matter what happens to the rest. In this map you have a lab right next to two factories, so there isn't anything in particular to defend." ... If you lose one front, you lose more funding to the enemy, making it more difficult to defend the other lab, unless you've managed to push someone back by this point and are able to gain another front after you lose one. |
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Freaky Mutant Man (07/31/2008 10:07am):
Wait, do labs actually contribute to income? Cause I thought they were like com towers in that regard (as in it doesn't, but gives you a different kind of boost, stats with the tower and the ability to build certain units with the lab). |
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Ploumeur (08/28/2008 02:59pm):
Labs and com towers don't give income. |
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Falconewing (02/20/2009 12:18pm):
Ahh..Oh well, it would have been unfair if labs spawned units AND gave income. 9/10. |
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Sivarticus2 (04/18/2009 06:13pm):
Labs are only really useful here if you capture an enemy's lab. Then if you lose your original lab, you can keep playing from were your enemy used to be. |
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Sivarticus2 (04/18/2009 06:15pm):
of course, it also means that if you lose one of your positions you can keep playing from the other, but that's besides the point. |
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brandon_ridgway35 (05/04/2009 09:10pm):
Hammer Time! |
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Falconewing (05/18/2009 08:39pm):
And if you capture all the opponents labs, you kill them, without getting their props |
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Eagle striker 53 (08/14/2009 04:35pm):
Cool but why the lab in the middle? Anyway, 7/10. |
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I suck at this game (05/23/2022 01:27pm):
turn the labs to hq's for the double front aspect |
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