Creator: dracokagebuyo || First Published: 01/07/2009 || Players: 8 || Size: 20x20
Categories: None
Rating: 5.50 in 2 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Shadow Star (01/07/2009 11:08pm):
22 property on this map produce funds. of those 22 property that produce funds, 16
produce units. That's a bad matchup. a map should have more cities than production facilities.
Next, there are 16 com towers to 8 countries, Now, this may come as a shock, but in any
map where there happen to be more than a single com tower per country, javier is going to
be a top choice. Here very much so what with how close they are together.
Now, labs, are a tricky thing that not everyone understands, these property act as
replacement HQ's on the map if the country in question has no HQ on the map and wn't lose
until all of the Labs they own are captured. However, on this map, since there are HQs, the
result of the labs is that any player who owns a lab property can produce the decided lab
units. Which means that the amount of labs should be equal to or less than the amount of
countries on the map.
The terrain is very plain (decide for yourself it that is pun intended or not, the terrain is still
plain)
I'm going to assume with the country placement, that it's corner teams. The probem with this,
is that the current team order is ABCDCBAD. This leads to severe advantages agaisnt
different teams. team A always goes first, but they should also go last with their other team
mate, to equalize the turn order. likewise team B will go ssecond, but it should also go ahead
of team A for the second half of the game. Team C will go ahead of team D, but on the
second half of the turns, they need to go after D, otherwise they will have an advantage
against team D. then, for Team D, they need to have both of their turns in the middle. since
they're forced to have the last turn in the first rotation, they have to get the first turn in the
second rotation.

I can't give your map a high rating, because it has far too many problems. I haven't even
gone into terrain, chokepoints, map size, maneuverability, early turn moves, and property
clumping.
airob (01/08/2009 01:53pm):
two produce facilities next to each other just donīt do....two bases..two airports ....two
seaports whatever the case just donīt do..also all the com towers in the middle...they are
just too close and are too much...a 3 tower javier here would easily gain the
others...making it ...to ravel to the center area each army just need a t.copter do you
realize how much funds each army has in income??
just think about that each army would have to build an infantry each turn



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.