Creator: RandomGuy8492 || First Published: 11/02/2008 || Players: 4 || Size: 15x15
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| Comments: |
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RandomGuy8492 (11/02/2008 04:56pm):
Its just an idea I had. I made mountains to prevent immediate HQ rushing and to annoy people. :P Idk how to counter FTA on 4p maps so I just put an extra infantry on BH. I intended this to be a FoW FFA map so use it. Comments are welcome. |
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Shadow Star (11/02/2008 05:28pm):
For this map, the starting turns aren't fair at all. because everyone starts with one base owned, you can't accurately build an FTA counter with the map layout, as the map wants to have a 1000 FTA counter on half of a base. Black Hole is ahead for the FTa counter, and Yellow Comet is behind on the FTA counter. For the map, I'd move the bases 2 spaces closer to the HQs. then move BH's infantry to the corner. replace Yellow Comet with Blue Moon, and then give yellow Comet the same FTA counter as Black Hole. Lastly, for the chokepoints, there's nothing that I can suggest that can fix it. There isn't enough space to spread it out and remove the chokepoints, but the chokepoints are horrible. Next, the central bases, are way too close to each other. If you make the map based on Fog of War, your not going to want chokepoints that span so long. This is important so that there are alternate ways to go around things once a unit becomes trapped. All in all, not a map that will recieve that many good marks here due to all of the chokepoint issues, and the FTA issues. |
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RandomGuy8492 (11/02/2008 05:31pm):
I'll work on the FTA. Also I intended it to be choky so it would be difficult. Not just offensively but defensively. |
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Ducky (11/02/2008 07:12pm):
Os infantry goes on the space to the left of their base, BM infantry goes on their base, YC infantry goes on the space to the left of their base and BH infantry goes 2 spaces above their base. |
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Shadow Star (11/02/2008 08:02pm):
Actually, that FTA counter doesn't quite work Ducky. 18, 17, 16, and 15 spaces from the neutral bases isn't quite fair. if you divide all the numbers by 3, then round up to the nearest whole number, you have 6 turns, 6 turns, 6 turns, and then, another 5 turn. that Gives Black Hole the advantage that they need, but not YC's advantage. Then for the neutral city, the distances are 13, 12, 11, and 10. you get 5, 5, 4, and 4. it sounds like it would be fair, and maybe it would if the bases in the center were a day or two closer, but at the moment, that counter is close, but just not exactly the ideal counter. |
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Ducky (11/03/2008 09:47pm):
I took actual funds into account as well so I'm not sure if this stil leaves last turn advantage or not but if it does, that advantage is less than what the first turn advantage would be on this map without any pre-deployed units. |
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