Creator: rox || First Published: 04/01/2008 || Players: 4 || Size: 25x25
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| Comments: |
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Billten (04/01/2008 12:08pm):
It's not too bad, I don't like the base to the left of the HQs, it's like the teams can invide going clock wise if they get there fast enough, same with the airports but other thn that it's good. 7'd |
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Shadow Star (04/01/2008 01:13pm):
First Turn advantage. Please change the order of teams to the following: 13 42 then give Player 3 and 4 a starting infantry by their HQ on the starting base. Chokepoints, either widen the bridges by another bridge tile, or add more bridges to get across. 12000 funds is not quite enough for an airport and three bases. Suggested to increase property per side by an additional 3 to 5. Airports are too close together. (should be at the very least 8 squares away, 10 is ideal) Road overload, Too straight, and a little too much. It's not bad, but it has some drastic things that will affect gameplay a lot. |
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Tyrael (04/01/2008 05:25pm):
^ That, only airports should be 11 or more spaces apart to prevent fighter FTA. (If they're too close, I build a fighter, you build a fighter to counter, I attack first and win the fighter duel, among other problems). |
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The Shifting Shadows (04/01/2008 07:31pm):
Switch Black and Pink postions on the map to counter FTA and put the airports in a less annoing place then I think it'll be fine. |
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rox (04/04/2008 01:21pm):
The roads are supposed to be straight. Ever heard of the Romans? |
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Falconewing (05/31/2009 07:29pm):
Airports are too close, just like Billten said, clockwise HQ invasion, and the center is too choky same with all other bridges. I 3'd it.:p |
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