Creator: Flawed Logic || First Published: 11/15/2008 || Players: 2 || Size: 29x21
| Categories: None | ||
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| Comments: |
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Flawed Logic (11/15/2008 12:29am | Edited: 11/24/2009 03:29pm):
Newer massive edits have been made. more terrain has been added, the 2 extra starting properties per side have been removed. Forests have been re-arranged. More win, not sure about the roads though. Ban Sami as well as the usual 5. edit:Some more minor tweaks. fewer properties,some extra terrain, some re-arranging of properties. I'm starting to realize how pretty this looks...neat, never intended, but always welcome. |
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Hydralisk24 (11/15/2008 04:22am):
I choose not to consider the airports and lack of defensible terrain. Chokepointz=fail >=[ |
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Sly Mold (11/15/2008 05:40am):
This is a pretty map. I like this, even with the choke points (real) and the hidden swastikas (which may well be a sleep deprivation induced delusion or just a figment of my imagination). 8/10 |
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Taz (11/15/2008 06:39am):
The chokepoints are not that bad. The central factory, however, IS bad. Whoever can get it basically wins. |
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nerd-boy (11/15/2008 07:47am):
What Taz said. |
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Tyrael (11/16/2008 11:27pm | Edited: 11/16/2008 11:29pm):
flawed logic: I will not be revising this map flawed logic: Edit: Revised Tyrael: your name is correct. flawed logic: damn, i broke my word. Tyrael: The FTA counter is not enough with extra cities. Even without an OS recon rush they can still build tanks and stuff faster. Tyrael: The single sea tiles don't look good either, put a pipe there to keep infantry out or just connect the sea. |
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Meta Rexy (11/17/2008 06:54pm):
Here are my suggestions... 1. Replace the diagonal line of sea tiles blocking the countries from the lab with pipe seams so fighting will be faster. 2. Don't clump the forests that much unless you wanted this to be a fog game. 3. Personally I prefer road tiles instead of plains. Lets recons and rockets move faster instead of being sitting ducks to the tanks artillery and air units :P In this case the path of plains near the comm tower should be replaced by road IMO... So far the map looks good :) 7/10 |
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Flawed Logic (11/05/2009 06:39pm | Edited: 11/05/2009 06:41pm):
Thanks for the pipe seams tip meta rexy, also about the forests. Copied from above Just like to point out that there are lots of roads, less chance for chokepoint battles, and airports for flying across the water, which is why they are sea tiles instead of pipe tiles. |
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Flawed Logic (11/12/2009 06:53pm):
6 Possible fronts now. up from the original 3. |
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chrisdaboss (11/20/2009 06:53pm):
9/10 |
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Flawed Logic (11/20/2009 10:05pm):
why thank you chris. Maybe if they implement a map collaboration feature, we can work together |
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Falconewing (11/30/2009 05:16pm):
FTA on recon rushing |
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Flawed Logic (12/01/2009 03:36pm | Edited: 12/03/2009 03:43pm):
Tested, not a problem for either side right now. |
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DommerMan (12/07/2009 10:47pm):
Contested Lab in 1v1 = FAIL 1/10 |
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Flawed Logic (12/08/2009 03:50pm):
the lab really isn't the point of the map, it's essentially just there because there's gotta be something to fight over, and because no one side will have an advantage for long if it is captured. |
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Flawed Logic (12/08/2009 03:50pm):
the lab really isn't the point of the map, it's essentially just there because there's gotta be something to fight over, and because no one side will have an advantage for long if it is captured. |
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