Creator: lazernerd || First Published: 02/09/2008 || Players: 3 || Size: 20x20
Categories: None
Rating: 8.56 in 9 ratings
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Comments:
Shadow Star (02/09/2008 03:52pm):
terriblly low funds.
add bases, do something so that it's not an infantry fest.
Those mountain islands are really, useless.
central base, sort of fixes FTA, but, since it's a base, it doesn't.
Add property, change those mountain islands into more island like terrain, you know, so you
can actually do stuff on them.
You could add more cities.
change the central base to a city.
just, do something, don't leave it like this.
lazernerd (02/09/2008 05:05pm | Edited: 10/10/2013 08:14pm):
Whoops. I forgot to finish it, that's why it was so bad. I'll get right on it.

Edit: Finished.
Rockoe10 (06/25/2012 02:05am | Edited: 06/25/2012 02:05am):
First off let me start by saying this map looks great. Very pleasing to the eyes. And
I know its very hard to make fair 1v1v1 maps.

Now regarding the FTA, STA and TTA:
-To start, OS and BM are at a disadvantage when capturing the second city. It will
take 3 days for them to capture while only 2 for GE.
-As we continue down the path you will see that BM continues to be at a
disadvantage when capture territories while OS and GE can do it with one day.

My advise to you is to avoid PERFECT symmetry and "warp" the map a little to
make the move requirements for each team the same. This is due to the fact that
the map is made from 4 sided spaces and you are trying to make a map that
requires a hexagon.

Remember when making maps with this feel that even though it looks
symmetrical, it take TWO paces to move to a space at a corner. Sometimes you
have to get a little unsymmetrical to be fair to ALL teams.

9/10
lazernerd (10/23/2013 11:55am | Edited: 10/24/2013 04:41pm):
I made a few balance changes, but I want to keep the current design.

1. Removed the center base, and moved city one space lower. Highly contested bases are a
bad idea.
2. Rearranged BM and GE starting areas. All teams should be about the same distance away
from the center, and no one team should get ahead in income during their capture phase.
3. Added a second closer port so each team has access to the water on both sides.
4. Removed some mountains on the island so they are more accessible for each team.

I would set funds to 1500 per turn.
Madd Maxx (03/02/2015 08:15pm):
10/10 nice job



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