Creator: Radacoin || First Published: 10/10/2005 || Players: 2 || Size: 40x40
Categories: None
Rating: 1.75 in 8 ratings
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Comments:
IndirectDragon (10/10/2005 07:09pm):
you should make the bridge 2 squares instead of one, and maybe put a port somewhere in the
middle so you can cross to the other side
Radacoin (10/10/2005 07:19pm):
No, I intended it to be that way. This way there is a port for the right and left side and
they can't cross over to combine forces. And I made it 1 square wide to make for some
interesting strategy, only being able to put one unit in front, except in the places where
the bridge gets wider, which are supposed to be where most of the fighting is going to go
down.
Metalic_Dragon (10/10/2005 07:47pm):
Wow... We all know Grit is broken, and alot of maps are Grit-land... But this one takes
the cake.
Hideki (10/10/2005 08:27pm):
Instead of wasting time on the bridge, couldnt one just simply send landers to your
opponants many shoals and cover them with battleships? That bridge is useless, there's no
cities on the way to refuel or repair, and anything that gets hit by anything on it will
just be useless because home base will be to far away. But lets say you do make it to your
opponants side unscathed, then they would use that opening as a chokepoint and simply wear
you out because they have the ability to build stuff right next to it and you just have
whatever you send from afar.

Basically, this isnt a long road map like intended. Its simply a sea battle with a
divider. If you had FoW, then you could use it for recon vision, but thats still basically
it. 3/10
Dullahan (10/10/2005 08:47pm):
Well, and maybe APCs to refuel, but it's still impossible to finish a game against any
decent player (probably even most beginners) for the reasons mentioned above. Sorry, but I
give it a 1/10. You really didn't spend enough effort on any part of the map.

Suggestions to fix it:
-Perhaps additional islands (probably not, considering that you intend to make just one
path, but its an option).
-Drastically widened land route with more terrain.
-Reefs. Plain sea tiles making up 90% of the map make a map look very boring (not to
mention it looks rather ugly).
-Far fewer starting properties (especially fewer bases - 1, maybe 2 max, base(s) near the
HQ or it'll be impossible to invade.
-Neutral properties scattered liberally throughout the land path. Mainly cities and ports
so that repairs are possible and so that units can be built closer to the front lines. A
few scattered bases would be good depending on how long the road is, but not too many, and
not too concentrated.
-Smaller map. A land/naval map this big is very slow going due to the units involved,
especially given the terrain layout.

Feel free to take as many or as few of my suggestions as you'd like, but at this point,
I'm giving the map a 1/10 as it's simply unplayable.
Radacoin (10/10/2005 09:21pm):
I know it is "Grit-broken", it isn't hard to check the box next to Grit's name when
creating a game on this map. I like the way the land route is, but I might add some
neutral properties and decrease the bases. I like the big map size. I will probably take
away most or all of the shores. I don't see the point of adding reefs, this isn't an art
contest, and it isn't intended for FoW.
walkerboh (10/26/2005 08:11pm):
The land route is the worst part of it. Even if you widened it 1 space on both sides it would be tremendously better.
I'm going to have to go with dhan, 1/10.
golden_cow2 (11/14/2005 08:22pm):
Make the road straighter and then we'll talk. I'm not gonna rate because it has potential.
Nyvelion (12/08/2005 03:47pm):
widen the road and I could give it something above 1/10



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