Creator: Asperon || First Published: 03/01/2008 || Players: 4 || Size: 40x40
Categories: None
Rating: 0 in 0 ratings
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Comments:
Asperon (03/01/2008 06:15pm | Edited: 03/01/2008 06:22pm):
This is my first serious map, not sure by if its good by anystandards, I never really played
AW a lot, but I thought symmetrical would be good....a good critique would be nice.
Ploumeur (03/01/2008 07:09pm):
You put OS bases for AB.
JoeVector (03/01/2008 07:19pm):
It's not symmetrical and labs are useless.
Asperon (03/01/2008 07:40pm | Edited: 03/01/2008 07:54pm):
Thanks, fixed that, I'll remove the labs after the game. Also, it doesn't have perfect
symmetry, but with the exception of the very center, it is symmetrical along the x-axis, the y-
axis and the diagonally across the center
Tyrael (03/01/2008 09:35pm):
Here's your critique. You never said it couldn't be long :D

It's got perfectly rotational symmetry as far as I can see, so that's fine. Yes, symmetry is
very very popular around here. Everyone gets one front by the centralized clump of way
too many cities, and one front by the silos. There's pretty bad FTA (First Turn Advantage),
since BM gets funds first, can build units first, move their units into position first, capture
important properties first, etc. etc. especially because they can get to the huge clump of
centralized cities first. More than three properties in a 3x3 area is bad. Move the cities back
a couple tiles (not on the symmetry line across the axises (axii?) and spread them out. The
idea is to put them up far enough so that a winning army can capture them for funds, but not
so many so close that they can get a huge advantage for winning just one tiny area. The
left and right sides and center make it too easy to get that advantage, especially with the
factory in the center to defend it with.

Lab units can be set before the game, and then only teams with labs can build those units.
Usually you put not enough labs for everyone, or give each team one that's in a vulnerable
area to add importance to an area that might otherwise be ignored, like the 20x20 areas
between the countries that have no property (move some cities there).

To counter FTA and make the map balanced (which is important) you'll need to get rid of the
predeployed units and preowned cities, give each team two starting factories, and give the
last two teams an infantry predeployed on one of their bases. If you like the quick giant
battle that develops quickly that's your call, it is your map after all, but just realize that BM
and BH are getting a huge advantage, and JS and AB will be playing catch-up from the start.

Further reading:

Tyrael (03/01/2008 09:35pm):
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! :)
Asperon (03/02/2008 01:18am):
Thanks, I appreciate it.



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