Creator: lindsay40k || First Published: 07/11/2008 || Players: 4 || Size: 30x20
Categories: C-Rank, FFA Multiplay, Mixed Base, Standard
Rating: 8.30 in 10 ratings
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Comments:
lindsay40k (05/10/2008 05:03pm | Edited: 08/19/2008 12:31pm):
Alright, so Quail Land (http://awbw.amarriner.com/prevmaps.php?maps_id=15394) is pretty
much my all-time favourite multiplay map - it looks excellent and the scattered bases deny
any one player a guaranteed win should somebody drop out, making it excellent for FFA
multiplay.

However, non-symmetrical maps are always going to have issues with balance, and sadly
Quail Land is no exception. So I've taken it upon myself to build Quail Land II, and
sacrifice non-symmetrical aesthetic appeal for gameplay balance. The FTA counter is not
perfect, but it's a good start; at some point I may make a larger Quail Land III with four
more bases to gradient the number of PD infantry.

Recommended settings: FOW on (this is essential to make FFA play balanced); Weather clear;
Tags on; funds/income left at defaults; teams off (teams version can be found at
http://awbw.amarriner.com/prevmaps.php?maps_id=38758); boot interval 7, AET interval 4.

Recommended CO bans: Broken 5, Sami and indiscriminate COPs (Drake, Hawke, Kindle, Olaf,
Rachel, Sasha, Sturm, Von Bolt).

Recommended unit bans: Black Bomb, Stealth. I think Neotanks are overpowered for their
price, but if you like them go for it.

This map has been playtested and I'm 98% satisfied with it, so please give feedback; after
a final round of playtests I'll be declaring it finished.
mrapex (05/11/2008 03:54pm | Edited: 05/11/2008 03:56pm):
Blue gets double teamed at hq by 2 fta counters. i have no idea how you could fix this.
lindsay40k (05/11/2008 08:46pm | Edited: 07/18/2008 06:40am):
Redesign notes: Recons now cannot interfere with Airport capture. Improved BM & YC FTA
counters. Made it possible for central Bases to make two-pronged attacks on HQs, and
increased central Bases' vulnerability to infantry assault. Airports out of Bomber/Bcopter
range from enemy Bases. Marginally increased terrain density. Added infantry assault
routes between YC & BM.

Second redesign notes: ironed out geographical advantages, extended use of 'shoal bridge'
concept, improved FTA counters, removed broken Recon Rush. Cloned map to make a team play
version.

Query: FTA counter give GE a base capture before OS & BM, whilst BM gets an airport
capture; given the rate at which ground units will be produced in these sectors, is this a
fair setup?
BadFurDay (07/11/2008 06:14am):
10 for effort, might give a critique once the map is fixed
Meta Rexy (07/30/2008 05:02pm):
One of the problems is that BM and YC have a base right beside a bridge. That's not very
good..
as you can see from our game right now lindsay, all you need to do is build a mech and you
can defend the bridge. X_X
As for the design of the map itself, the varied terrain may stop indirects, recons, and to
a certain extent tanks, but it doesn't stop infantry. A map like this is vulnerable to
infantry and mech spam. X_X
Sami, Sensei, and now Max make tough challenges on this map. X_X
lindsay40k (08/19/2008 12:34pm):
I'm going to be resolving the bridges issue once the current round of games are over. I
honestly don't think Max is a problem on this map; I think I got lucky with an early Recon
rush (which could be seen coming a mile away) and without decent indirects, Max will
struggle to hold ground in this map.
KaiHF (08/05/2021 08:33pm):
there's so many fronts on this map that it makes for a chaotic time, so many choices to make, you have to make one of your fronts weaker to strength the others, i absolutely loved playing on this map.



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