Creator: viruswatts || First Published: 10/27/2008 || Players: 4 || Size: 13x30
| Categories: None | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| 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. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites