Creator: ChocolateVodka || First Published: 12/10/2008 || Players: 2 || Size: 20x20
Categories: None
Rating: 9.50 in 4 ratings
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Comments:
ChocolateVodka (12/10/2008 05:27am):
- Rivers force opponents to go around the long way to get to the capital. This helps
balance b/t direct and indirects... if one team is perhaps losing most of the control in
the middle they can dig in with indirect units. It seems that too often once one side has
an upper hand of 4,000 difference in income (pretty much just controlling the middle) it
is far to hard for the other team to battle back to victory. It also allows for different
styles of play, depending on if the player is more aggressive or defensive.
- I put lots of forests in here to allow nice little hiding places for units during FOW.
Let me know what you think, I thought it kind of looked "forest heavy".
- Of course you have the airport in here to allow another factor to come into play:
battling for the islands at the top and bottom of the map.
- I put the mountain ranges in to really make it hard for one side to control both comm
towers, also it would direct the use of the third factory to the middle rather than just
marching units down the sides of the maps. If it works out right, each team should have
one airport and one factory at both mountain ranges, making fighting for the comm towers
pretty interesting. Airports could be reinforced with ground units from original factories
to help Copters from getting destroyed by an army of AAs.
- Tried to put a lot of terrain variety in there for looks.
- Ban broken COs

Comments?

Play and rate please
Hydralisk24 (12/10/2008 05:59am):
Lulz symmetry mistake - Also typically 4k diff. in income isn't a game breaker TBH unless
the map is small/has very few funds to begin with.
ChocolateVodka (12/10/2008 06:11am):
what is the symmetry mistake?
Hydralisk24 (12/10/2008 02:13pm):
/points near the double bridge

Looks at both areas around it; not hard to miss.
ChocolateVodka (12/10/2008 02:37pm):
I must be blind or something because I can't find it... Can someone point it out to me so
I can fix it?
Harti1990 (12/10/2008 03:13pm):
Yeah the vertical street tile should be a T-junction.
ChocolateVodka (12/10/2008 05:17pm):
Oh good catch. Ok I will change that as soon as the test games are over.



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