Creator: Red113 || First Published: 08/24/2008 || Players: 2 || Size: 37x21
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| Comments: |
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Red113 (08/25/2008 04:07pm | Edited: 08/25/2008 06:31pm):
Do not move your Mechs away from the hqs or your hq will be quickly captured! (the black tiles are teleport tiles) 1500 / property. Ban AA-guns Reconsidered funds. |
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DuelStriker (08/25/2008 04:24pm):
Bland, very bland. It needs terrain badly, and not just for looks but for gameplay too. No one wants to stare at a screen of green (lol rhyme) when they are taking their turns. Also, like many of your maps, there's too many bases. |
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Harti1990 (08/25/2008 04:25pm):
Luckily DS can play on it as he doesn't take his turns |
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Red113 (08/25/2008 04:49pm):
I had hoped it wouldnt appear on the recent map pages for the critics It's a concept map, but needs some more work. Im going to break up the teleport grid at the east and west points, making those strategic points to control. |
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Red11 (08/26/2008 01:18am):
Terrain just slows it down, it's meant to be fast paced.The terrain is the teleport ring. The map needs 14 bases per side because of the many number of potential fronts. The more fronts, the more bases you need. It's a simple equation. |
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DuelStriker (08/26/2008 01:22pm):
Sorry, but no. A huge amount of bases just means giant swarms of infantry which will become a huge infantry war. I can play a game with you on this map to prove what I mean if you want. Because of the black tiles here, the terrain won't really slow down the battle, especially with the pipe seams you can break for more openings for your units. |
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Red11 (08/26/2008 03:27pm):
Yes, an infantry war with 8 fronts, 4 of them around the Hqs, all of them connected by the teleport ring. I still think this needs more refinement, particularly 2 smallish breaks in the teleport ring. |
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