Creator: sulla || First Published: 05/08/2008 || Players: 2 || Size: 28x30
Categories: None
Rating: 4.00 in 6 ratings
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Comments:
DuelStriker (05/08/2008 02:37pm):
The FTA counter should be on the base near TG's HQ. Also, it could use more motuntains,
and shoals to make it look nicer, I don't care if the ports are OMFG ONLY FOR
BATTLESHIPS!!!!1, it needs shoals.
nerd-boy (05/08/2008 04:05pm):
Much of the middle seems fairly pointless. It's gonna take a pretty long time in order for
reinforcements to arrive from one side to the other, and it's entirely possible that each
2-base side can capture each one-base side, which'll eventually cause a giant chokepoint
along the sides.

This probably wouldn't happen if you got rid of the middle two rows, I would think.
sulla (05/09/2008 06:14am):
I suck at doing shoals my one major weakness.
blanci1 (05/16/2008 10:40pm | Edited: 07/04/2008 01:16am):
Again seems like an interesting original contribution . I dont really see why it needs more
mountains nor shoals unless you want to make it looklike, and play like, any other map---
leave it how it is- different .. lets at least test it first.
Also how can the middle be pointless when its got comms, cities, bases, and represents a
strategically won game for whoever rules it ? Surely youll never see this map in a choke....
especially with air and sea available ?? Also the isolated base is not so far
from his colleagues.. ( its got an airbase right next to it-was this inserted later?).. its not
easily over-run at all.
Often 2 central comms might be too racey ...but this map has a lot of other important stuff
going on ... so no problem.
So its a great map ! worth testing before changing anything.
blanci1 (06/24/2008 07:18pm | Edited: 07/04/2008 01:58am):
Counting the movement points you find the isolated base is actually closer
to his home bases both for tanks (19 v 22) and for recons (20 v 26) and suport also comes
from the more central base too .
So fartheres been 2 (quite different) games on this map with battlefront running diagonally
across the whole map from directions 11.00 to 5.00. Just about impossible to imagine any
kind of choking or stalemate here. Even if ends get over-run the rivers are not central so
theres no static draw possible ... central battle is not choked and would give winning
advantage .. to overcome resistance at the rivers.
Sorry to give these spoilers ..... but this map has been criticised thoughtlessly.

blanci1 (07/04/2008 01:48am):

There are a few features slightly displaced from their presumed rotational symetry
position: HQ / base pair swop ..... the cities right in
centre of top and bottom zones and adjacent L-shaped mountain range. Minor points.




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