Creator: HosaD || First Published: 01/10/2008 || Players: 4 || Size: 32x32
Categories: None
Rating: 8.00 in 1 rating
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Comments:
HosaD (01/10/2008 01:49am | Edited: 01/10/2008 02:52am):
not bad for the 20 minutes it took me to make it at work.... I don't really think the FTA works
for JS, but it was the best I could think of. Any critques are welcome.
Metalic_Dragon (01/10/2008 02:35am):
...JS goes last...
HosaD (01/10/2008 02:48am | Edited: 01/10/2008 02:53am):
this is known.. the way i designed it is based off of that closest neutral city by the mountain.
OS has no infantry. BM has an infantry, but can't reach it in the first turn. GE has an infantry
that can reach it right away. And JS already has it.
Hydralisk24 (01/10/2008 03:10am | Edited: 01/10/2008 03:11am):
Needs roads ( Not very tire based vehicles friendly ), Probably too base heavy (
Considering that in any given point its about 3 tiles wide. The airports help to counter
that but too many bases doesn't, so spamming infantry could be a problem :P ). Other than
that, looks ok.
TVK (01/10/2008 03:53am):
I think Koal hates you, heheheh.
Tyrael (01/10/2008 06:31pm):
For the FTA counter, put BM diagonally opposite of OS, and JS diagonal from GE. Give GE
and JS one infantry on one of their pre-owned factories (for BOTH countries) and make
starting funds 3k (2 bases + 1 HQ per country). The rest should start neutral. Yes it slows
down the opening of the game, but if you make funds 4k or more than the teams with an
infantry can build a recon day one, start capturing with their infantry, and cripple the
enemy's expantion. The first teams without an inf can't do the same because if they build a
recon they have no infantry to capture with, essentially crippling their own expantion far
more than any damage the recon could do.

Centralized bases are bad as whoever gets them first basically wins. Speaking of bases,
there are WAY too many- winning ALWAYS involves making a unit from EVERY SINGE
FACTORY ON EVERY SINGLE TURN. That means 24 units plus air and sea will appear on
the map every turn. That's way too many for any map really, but especially here with the
narrow land passages. I recommend you keep two (2) starting bases (make the third a
neutral city) and one or maybe two nearest each team to prevent huge masses of infantry
and other units clogging up every tile on the map.

You might also want to widen it up a tile or two all around to give units to move and not make
it so easy to hide artillery and rockets behind walls of infantry. If players can do that too
easily than both sides will do that and nobody will attack because whatever they use to
attack will be wiped out by indirect fire the next turn, so everyone just sits there amassing
more and more units and nothing gets done.

To prevent further walls of text, please refer to the following links, where you will find
several more textwalls larger than this one:

Useful mapmaking links:
Mapmaking 101: http://www.amarriner.com/awbw_forum/viewtopic.php?t=9187
FTA Explained: http://www.amarriner.com/awbw_forum/viewtopic.php?t=8518
Popular maps (by category): http://awbw.amarriner.com/categories.php

Read/view and learn. Enjoy! :)

HosaD (01/10/2008 09:06pm):
Thanks for the tips. If I sit down to seriously try and make a map I'll keep this in mind.
Tyrantboy (02/17/2010 09:52am):
make it more wide or cut down the number of factories



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