Creator: JoeVector || First Published: 05/25/2008 || Players: 8 || Size: 29x29
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| Comments: |
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JoeVector (05/25/2008 03:39pm | Edited: 05/25/2008 03:39pm):
Not the style I usually like to use, just an experiment for naval combat. Teams and fog. |
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war man gg (05/25/2008 03:47pm):
navel combat is rare so its good to have one for a change |
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AMajor (05/25/2008 08:52pm):
The more I study this, the more I like it. Nice concept, I just think you could be more creative with the terrain. |
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BandoIruka (05/26/2008 08:32pm):
i assume that it is unsuitable for ffa |
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lordliam (06/03/2008 06:42pm):
if the teams are: 4vs1vs1vs1vs1, it's very good, but if it's 4v4 it sucks AND swallows. But i'm guessing it's the former, so, 9/10. I like the airports, they seen so relevant! |
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blanci1 (06/03/2008 09:00pm):
Knockout coastlining !......i presume AMajor refers only to lack of hills and forest on the peripheral islands .....(?) just one or two i think would just break up the intensity of the adjacent buildings and could improve gameplay a little giving some hideouts and viewpoints in FogOfWar. i think this map would work well as a simple 4 player game too... each starting from the outer isles of course. I m actually a bit confused how it works out as an 8 player ? or is this tagging? (cant say i ive a clue how tag is done at awbw.. any guide?) ALSO. Its not so difficult to give kind of approximate distributed fta counters for multiplayer maps ................ at least give the 2nd player 1/4 of a first payday in EXTRA hardware, the 3rd 1/2 and the 4th 3/4 . Also all predeployed units should be positioned proportionately closer to a potential destination or towards the centre ... the proportions being succesive fractions of a days movement for each unit. I dont know if this is discussed in those forum things but i think its fairly logical anyway. |
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