Creator: Raider00 || First Published: 06/05/2008 || Players: 2 || Size: 20x40
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| Comments: |
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Raider00 (06/05/2008 02:04am | Edited: 06/05/2008 04:20am):
FOW on. Not supposed to be exactly symmetrical, but most of it is. As you can see the guy with Air first ends up with an advantege, because he can take that heavy populated island. Suggest using some insentive to get the lab. Choke points are really gonna rely on Sea units. woo for maps made at 2am/ |
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Ruins of Time (06/05/2008 09:04am):
the ports are shoal locked, meaning the only sea units possible are black boats and landers, also, for some reason sea units can't travel through bridges on AWBW so you might want to move one of the starting ports from where it is, to the other side of the bridges. and also, air units can't travel through broken pipe seams, only ground units can, so those airports are useless. I suggest if you want to keep it so it's only accessible at those 2 pipe seams, you just make 2 of the pipes on the opposite sides into plains, or forests or something. decent map though, at least fix the shoal locked port thing and the airport thing and I might give this an 8/10 |
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Raider00 (06/05/2008 12:33pm):
Sea units can move over the ports i put down in between the bridges, but nothing can be built at those ports. Thus i get land/sea/air units that can move over that square and onto the opposite side. I had NO idea that air couldn't move past broken pipe seems. Same effect now either way. Thanks for your help ruins. |
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Ruins of Time (06/05/2008 01:19pm):
yw, for the port thing, I just didn't notice what was under the ghost units I guess. |
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nerd-boy (06/05/2008 02:44pm):
Too linear, in my opinion. |
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Tyrael (06/05/2008 03:28pm):
Air units definately CAN move through broken pipeseam tiles. I have no clue where the idea that they couldn't came from, but they certainly are able to move through (over) broken pipeseams. Maybe he mixed them up with sea units? Anyway, I agree with Nerd, only one long and narrow route to the enemy is pretty uninteresting. Such linearity leans towards stalemates, and with 4 factories and 2-4 tile wide land routes, things are going to gum up on the ground pretty quickly. While air and sea units may eventually break the stalemate, it's not exactly fun to have 40 units sit and stare at each other while four copters fight it out. The starting factories are way too far away from the action as well, I expect to be building 1 or 2 infantry back there each turn (NEVER leave a factory unused- ALWAYS build something). I'll have to move them 10 times before they even get to the front! That's a bit too much clicking for me. I suggest adding a shorter land route straight to the nearby silo area, adding another front and cutting down travel time. Also, all those bridges are too narrow and tbh pretty boring because there's so many everywhere, make at least half of the bridge routes into land routes and widen them up a bit, preferably near the center so there's more room to manuver. One last thing- put the FTA counter on the other factory so it can get to the neutral base faster than OS can get theirs. |
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Ruins of Time (06/05/2008 04:56pm):
I guess I thought air units couldn't move through pipe seams because of one of my games, in it there were airports behind pipe seams and when the seams where broken any air units I'd made couldn't go through for some reason. guess either a bug was fixed now, or it was a random glitch in the site |
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Raider00 (06/05/2008 07:50pm):
Thanks Tyrael, i think i made some good changes to it. I realize now the idea was too flawed anyway. Thank you again. And no worries Ruins ;p ,people make mistakes. |
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Tyrael (06/06/2008 05:55pm):
Looks much better but BM has STA, they get a free turn (free inf, first movement). Two starting factories + 1 BM inf on the factory where it'll be most useful (closest to a neutral factory, airport, or other important property) is the optimal FTA counter. |
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