Creator: w1ll100 || First Published: 09/28/2008 || Players: 2 || Size: 25x25
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| Comments: |
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Red11 (09/28/2008 03:29am):
Pls note, non transport ships cannot move over shoals, so you want to remove them. Also, what is your funds per property ? It will have to be high, to pay for navies. Consider adding more islands and properties on those islands. |
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w1ll100 (09/28/2008 03:39am):
Will do |
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Red11 (09/28/2008 04:33am):
Your starting ports are shoal locked, the neutral ones arent. |
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w1ll100 (09/28/2008 06:57am):
k |
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Shadow Star (09/28/2008 05:02pm):
Ok, you've got 27 property on this map. And of that 27 property, you've got 14 production facilities. That's a rather bad ratio, because that means there are more production facilities to nonproduction facilities. (I'd get rid of all of the neutral bases, and probably all of the neutral ports and swap them for cities as well.) For a Naval battle, you'll want each country to be able to build offensively while not needing to save for several turns. Now, as for the general layout of the map, all of the islands are very rectangular, And most of them are too small for any combat to take place on them. Now, the Sea is quite plain, you could spread the reefs out a bit more. Next, the fund distribution isn't very fair at the moment. For RF, the best course of action is to go north. Whereas GS is best to go south. unfortunately, GS will then be 1000 funds below RF, and in a naval battle where the uncomes are in the 13000 range, that's an incredible difference. Next, the amount of shoals on the map makes invading extremely difficult, and you might want to consider adding soome more shoals. (in adidtion to making the islands larger to allow more battling.) The last thing to note is that there are no FTA counters, the distance to the first island isn't a bad Idea, however, with the fund distribution on the map, it's not enough on a naval battle such as this. |
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