Creator: tomuk200 || First Published: 02/28/2008 || Players: 2 || Size: 30x15
Categories: None
Rating: 1.00 in 1 rating
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Comments:
Everzwijn (02/28/2008 01:19pm | Edited: 02/28/2008 02:39pm):
I can see several problems with this map:

1. The singular bridges and positioning of the mountains make for many painful
chokepoints. You should add more and broader bridges to the central island, and make the
mountain path broader to counter this.

2. FTA, or First Turn Advantage: Orange Star has a large advantage by always being
allowed to make the first move. I'm not sure how to counter this on maps with this much
funds, though.

3. Terrain variety: there're a lot of clumped properties near the HQ's, and there's a
complete lack of roads. The central island has too many plains and, as mentioned before,
too many mountains near the middle. The map could also use more shoals.

4. Symmetry: the HQ are symmetric, but the central island is not, nor are the reefs.

5. The central Airports are to close together. Airports of opposing armies should have at
least 10 spaces between them, otherwise one army could build a fighter, and immediatly
attack anything the enemy produces the next turn, or worst yet, park their plane on the
opponent's airport, unabling them to build anything.

6. There are way too many production properties, especially ports. Assuming you put the
funds to 1000 per property, and each army captures half of the total properties, both
players get 28000 funds per turn. Obviously not nearly enough to support 8 ports, 3
airports and 5 bases.

7. Each army getting a pre-owned lab is pointless. In case you don't know, any army who
possesses a lab gets the ability to build pre-set lab units. The point in this is usually
to prevent the players from building these units early on, which obviously isn't possible
if both players already have one.



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