Creator: Myst9 || First Published: 12/11/2008 || Players: 6 || Size: 35x35
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| Comments: |
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Myst9 (12/11/2008 12:02pm):
Everyone's Map is here, specifically tailored to allow any CO play! The point of this map is to just have fun with whatever CO or even Piperunners! Those clusters of three bases allows increased movement for Piperunners! Any bans? None! If the host wants to ban anything, that's up to him, but this map is meant to allow any and all COs and units! Lab units? Sure, whatever the host wants! Those are there in case they're wanted! HAVE FUN!!! :) |
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Volcove (12/11/2008 03:29pm):
I don't think piperunners can move onto HQs, though. As such, their movements are especially limited from the bottom and top middle areas. |
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Shadow Star (12/11/2008 05:01pm):
And then Grit, Kanbei, Colin, hachi, and Sensei win the game. Runner up being Sami, Kindle, Sasha, Rachel. Oh, and you forgot Sturm, lash, Jake, and max. How is Sturm supposed to play with the terrain making his natural terrain boost mostly useless? How can lash stay up there with other players when there are all those roads? Jake needs more plains, max needs less chokepoints. Now, for the map. it's quite chokepoint heavy, there aren't enough shoals to give a big enough boost to landers. there's property clumping, overly straight roads that don't really lead anywhere, the base count is way too high, and the FAT counters aren't appropriate. the players that get a starting infantry right now are 2, 4, and 6. which means that player 5 who should have an FTA counter, is now behind, and Player 2, who shouldn't have an FTA counter is ahead. in general, your going to want about 3 to 5 cities per usable base. in general, unless the labs are to play a key role in the game (such as no HQs and use of labs) you want less labs than players (another such incident where you'd be allowing it would be if players need to unlock the units) In this instance, four of the labs (in pairs of two) are so close together, one player is going to get them both for each respective group. I can't give this a high score with all the problems that it seems to have. |
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Myst9 (12/12/2008 11:40am):
I agree, the Piperunner's movement is limited, and I had seen that, but I figured it would work out well enough. I didn't want the HQ's next to the roads, so I wasn't quite sure how to work with that except to leave it and expect it to be more interesting that way. |
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Myst9 (12/12/2008 11:44am):
Well, I had meant the map to be useful for anybody, but according to your analysis, I have failed miserable. I wondered at the amount of road and the possible lack of plains. I will certainly take your critique into account. The thing about the given infantry I thought would work out; GE would be ahead of BH and GS, the enemies he would encounter at first, and so the infantry counter him. However, since they would not encounter each other early, they don't need to balance exch other anymore. Same thing for all the others; each country with an infantry counters the adjacent non-infantry country, but not any others. |
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