Creator: Zovea || First Published: 08/21/2008 || Players: 2 || Size: 21x7
Categories: None
Rating: 3.17 in 6 ratings
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Comments:
Everzwijn (08/21/2008 04:12pm):
FTA and chokepoints are bad, m'kay?
Ducky (08/21/2008 04:34pm):
No they are not, they make everything better.
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
Zovea (08/21/2008 04:39pm | Edited: 11/02/2008 10:39am):
F your government approved maps
chokepoints FTW
ban haichi and grit
Everzwijn (08/21/2008 04:42pm):
It has FTA (First Turn Advantage), so it isn't fair.
Nibbles On Marshmallows (08/21/2008 06:21pm):
I don't like this map.
Red11 (08/22/2008 03:49am):

This offers play, with a dynamic CO arrangement. For example Sami versus Grit.
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?
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.
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.
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)...
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


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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