Creator: Zovea || First Published: 08/21/2008 || Players: 2 || Size: 21x7
| Categories: None | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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Everzwijn (08/21/2008 04:12pm):
FTA and chokepoints are bad, m'kay? |
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Ducky (08/21/2008 04:34pm):
No they are not, they make everything better. |
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Everzwijn (08/21/2008 04:35pm):
[23:45] DuelStriker: post the map making guides in a comment on Zovea's MAP, Everz [23:45] Everzwijn: 'kay DS --------------------------------------- Here you go: http://www.amarriner.com/awbw_forum/viewtopic.php?t=9187 http://www.amarriner.com/awbw_forum/viewtopic.php?t=8518 |
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Zovea (08/21/2008 04:39pm | Edited: 11/02/2008 10:39am):
F your government approved maps chokepoints FTW ban haichi and grit |
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Everzwijn (08/21/2008 04:42pm):
It has FTA (First Turn Advantage), so it isn't fair. |
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Nibbles On Marshmallows (08/21/2008 06:21pm):
I don't like this map. |
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Red11 (08/22/2008 03:49am):
This offers play, with a dynamic CO arrangement. For example Sami versus Grit. |
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DuelStriker (08/22/2008 12:40pm):
Red11 (08/22/2008 03:49am): This offers play, with a dynamic CO arrangement. For example Sami versus Grit. Grit wins due to being broken. Are you not noticing the giant chokepoint in the center of the map? |
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Red11 (08/22/2008 02:43pm):
As anyone who has played this game for a while knows, what maps need is some disputed properties equidisdant from both players, otherwise a stalemate ensues. The defender has the advantage of being closer to his production bases and artillery is a static unit favouring defense. Also infantry will generally need two hits before they are destroyed so you cant just punch through a straight line of infantry, because unit two cannot attack the same infantry. Of course this is counter to reality and that is why it is understandable that people will go wrong making an early map. In reality if two nations were on either side of a mountain range, with one road leading between them, the nation that controlled the mountain range would have a huge military advantage over the other nation. It's only because the units in this game are so big and dumb and that they cant be stacked together that orthodox military logic is redundant. |
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blanci1 (08/23/2008 01:06pm | Edited: 08/23/2008 05:46pm):
might make a small mountain-pass training map (though many folk dont like these narrow passes in case of choke and a draw) however worse is the 3 bases each which means by move 10 you ll have nearly 30 units mostly cheap spamm infantry clogging up this small map. get rid of bases .. even just 1 may suffice .. instead consider an airbase, a comm tower and a misile silo ---all of which can help un block the pass. |
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blanci1 (08/23/2008 01:29pm | Edited: 10/21/2008 08:24am):
red11 makes an interesting point .... i still think the map is playable and one can even enjoy a draw if so be it. Still a lot of stuff can be learnt here and the map simplicity may help the lessons be digested more readily :) Actuallyalthough far from perfect i think AW is suprisingly realistic (much better than chess obviously)... |
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Zovea (09/05/2008 05:32pm):
Thanks all for the advise When I get around to it im going to replace the bases with airports [Air] then all the fields and roads with sea |
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blanci1 (10/13/2008 09:02am | Edited: 10/21/2008 08:29am):
Eliminating one base will halve the spamming... with 3 bases each surely gets spam jammed ....... lets play a test game as is to see !! |
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