Creator: Indignation211 || First Published: 01/31/2008 || Players: 2 || Size: 20x20
| Categories: None | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
Indignation211 (01/31/2008 05:30pm | Edited: 02/01/2008 02:09pm):
I originally designed this map for Days of Ruin. There would be a large misty area along the western and southern seas and around the isolated island in the SW, but this map editor doesn't include DoR features ;_; In DoR naval units would of course be able to go under the bridges and access the NE seas, although its not particularly necessary when playing. It would work best in FoW but again no mist ;_; Anyway please tell me what you think. Thanks for your input so far. BM will definitely get an infantry on its starting factory, and I will remove one of the factories from each of the two big islands in the center. I will also add some reefs in the SW. I played this map with above revisions on DoR. Removing those factories sped up the game a little, captured BM HQ in 25 days rather than 30+ As for the chokepoints, yeah I know they're bad. That was intentional. Battleships can help soften them up, while Landers can BYPASS THEM ENTIRELY! With help from meatshields and indirects, the chokepoints also help curb (insert vehicle here) rushes. During one of my playtests BM sent a Neotank after my infantry. By the time it got close I blocked the chokepoint with a (normal) Tank and backed it with a Rocket. On BM's next turn the Neotank backed off. As for the starting funds Im not sure if I should reduce it. This is a navy-is-key map, and naval units are expensive. Reducing starting funds would probably make it take longer than it already does. Also, giving each team another starting base by the HQ would make capturing the HQ more difficult and , again, make the game drag on longer than it should. Vehicle rushes shouldn't be too much of a problem without FoW (see example above) though it could be in FoW (need to do a FoW playtest to be sure). Also, giving each team another starting base by the HQ would make capturing the HQ more difficult and , again, make the game drag on longer than it should. Anyway I have to wait until my playtest games finish before I can actually make any changes. Until then more advice would be appreciated. |
|
funwes (01/31/2008 05:38pm):
DoR =/= AWBW I'm not sure if you noticed that or not :-) |
|
Indignation211 (01/31/2008 05:42pm):
Oh I see. Any suggestions to make this map work better on this system? |
|
Indignation211 (01/31/2008 05:43pm | Edited: 01/31/2008 05:45pm):
Ignore this post. its an accidental double-post. |
|
Metalic_Dragon (01/31/2008 09:10pm):
FTA; add a counter for it. |
|
Tyrael (01/31/2008 10:59pm):
Starting funds should be 3k- TWO factories pre-owned + HQ and give BM an infantry to counter FTA. Then take out all but two of the neutral factories (total 3 each side) because any more will cause the map to be clogged with WAY too many units. The one you keep shouldn't be too close to the center. Also widen up the land passages so units can get through and the map won't take forever- those are some pretty bad chokepoints. Put more properties toward the center (NOT exactly at the center) so if one army pushes the other back they can capture stuff and get an advantage. Scatter some reefs to make it look better and give ships a place to hide. Read the following links: 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 Enjoy! :) |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites