Creator: viruswatts || First Published: 10/27/2008 || Players: 4 || Size: 13x30
Categories: None
Rating: 0 in 0 ratings
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Comments:
viruswatts (10/27/2008 02:41am):
For category 6 of the mapping contest: "This map must be a 2 vs. 2 team map, where
cooperation and coordination is absolutely essential. Teammates must be mixed in every
part of the battlefield."
http://www.amarriner.com/awbw_forum/viewtopic.php?t=10677

To accomplish this:
1. Heavy sideways segregation for a two front war.
2. A HQs on both sides per player, making both fronts equally important. I'm told that a
loss of any HQ is a loss for that player.

An option that I considered pursuing was a world wrap via black tiles/pipes for the middle
roads. This however completely breaks the segregation, which in turn begs the question
why isn't a mountain removed for normal travel. Seems too much of a gimmick.

Comments/suggestions welcome.
Meta Rexy (10/29/2008 09:50pm | Edited: 10/29/2008 09:51pm):
Doesn't look like a two front war.
Especially when one front can use artillery to sabotage the other.
You should probably widen this map and put more mountains between them or use a mix of
pipes and a couple of mountains to act as gateways.
I suggest putting pipe seams between the HQs of the two sides so that units if desperate
for support need to break the seams instead of just following a road :P
Aside from that you've got a couple of chokepoint issues and you're not giving each side
enough funding. Add more cities, if not on the fronts, behind the HQs.



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