Creator: acim81 || First Published: 05/26/2008 || Players: 4 || Size: 39x39
Categories: C-Rank, FFA Multiplay, Mixed Base, Standard
Rating: 8.33 in 9 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
acim81 (05/26/2008 08:40am | Edited: 05/26/2008 08:41am):
lap-conquer-sea-map

everyone has in the beginning two laps who work like hq's.
but you CAN loose one of your labs in the beginning of the game easy.

its your decision what to do first.
-conquer the enemy lab
-or save time by conquering a factory

second decision:
-go for the funds in the middle and in the inner ring
-or try to capture the labs on the rest of the map

mabye a very endless game in FOG

any comments welcome, please rate!!
Harti1990 (05/26/2008 11:38am | Edited: 05/26/2008 11:39am):
Nice concept.

I don't know whether 1000 Income is enough to make the midgame quicker (Labs don't give
funds). I'd prefer to give everyone another 1 or even 2 cities to let them have Funds to
buy some BBoats later or so.
Well, okay, you don't have to build Infs every day but I won't start discussing here. :)

The map itself is very beautiful and seems to probably look quite similar to CIF's one!
Dunno how this could happen! :p

10/10 anyway.
nerd-boy (05/26/2008 12:30pm):
Yay for Immigration-style maps!

This one looks nice, as the capture-the-lab-at-the-beginning-if-you-want concept is
executed nicely, and there are definitely many possible routes for expansion.

My biggest qualm is that the centralized Comm Tower will concentrate a lot of the battle
there, but the map is big enough for that to not happen as much.

It might also be better to try and make the map less dependent on landers. Maybe adding
air units and a shoal bridge or two connecting some of the islands would work nicely.
acim81 (05/26/2008 03:37pm):
thx for the comments.
one captured city for everyone will be better.
i will change it after the games.

and also thx for the two 10th

the inner circle and the big islands are connected with shoals.
i think air-units will be too much powerfull for this map.
nerd-boy (05/26/2008 07:50pm):
My take on air units here is that it's a big enough map with enough funding for Cruisers.
Besides, it might give Carriers some use, too.
acim81 (05/27/2008 04:15am | Edited: 05/27/2008 04:16am):
ok, there are points against air-units:
bombers are VERY powerfull here. the only defence are fighters, because the cruisers and
the AA can not really follow the bombers.
but without bombers, the battleships might be to powerfull.
mmh...
i have one game running and two waiting for join.
maybe i change the outer four factory on the small islands to airfields later.
i think about it.
thx
ChristIsFreedom (05/27/2008 08:36am):
it's very chokey for an open sea battle. I've found that's the trickiest bit about making
sea maps like this, you have to have room for your ships to move around. One dived sub in
a key area can shutdown a lot of the action. I'd agree that with all the chokepoints that
air fields would break what it looks like you're going for (a large scale sea battle), but
you need more seaports for heavy sea action. Either move the starting islands from the
corners to the sides (with just a base and two cities) and put your airports in the
corners by themselves (maybe on an island with a 3 or 4 mountain chain between the shore
and the airport and the airport by itself on the island so there's no monetary gain as
well as air advantage) OR open up your map quite a bit, spread the land out so the boats
can get everywhere and add more seaports, but I wouldn't do both. Air will almost always
trump sea, the units are cheaper and more powerful / mobile in almost every circumstance.
acim81 (10/16/2008 08:42am):
so, after a few games, i changed the map a little:
- added 4 airports
- more factories
- more cities
- FTA-counter for YC

any comments are welcome!
Nyvelion (10/16/2008 11:25am):
No HQ's. Fail
acim81 (10/16/2008 12:34pm):
eehhh Nyvelion, there are enough labs to compensate that...



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.