Creator: airob || First Published: 02/01/2009 || Players: 2 || Size: 17x18









































Categories: None | ||
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Comments: |
airob (02/01/2009 04:52pm):
basic map...tell me if there is something that should be done |
Shadow Star (02/01/2009 06:43pm):
well, for starters you could make both starting bases owned and then change the mech to an infantry. at the moment, it's not quite fair. orange Star still captures the neutral base on the same turn as Blue Moon. (Turn 1 OS builds infantry, BM moves mech and builds infantry. Turn 2 OS moves infantry between HQ and neutral city and builds infantry. BM moves mech and infantry closer to the neutral base. Turn 3, both OS and BM are the next turn away from starting to capture the base, so, on turn 5 both will finish capturing, and then on turn 6, OS builds from the neutral base before BM. Centralized important property is a bad thing, so, either move the com towers so they're a bit further away, or consider swapping them for the Labs, and move the labs just a little further away from each other. at 17 property, you could feasably use three bases, but two isn't a bad thing. |
airob (02/01/2009 06:52pm | Edited: 02/01/2009 06:52pm):
ok thank SS....now seems better?? is ther still any flaw...i want ot keep it a 2 base having close cities...providesfor infantry spam |
Xmo5 (02/05/2009 01:02pm):
I really like this map. Its really good looking and has a nice concept but there's one thing I would change. I would add another neutral base for each contry at some point, maybe by the labs in the middle or part way down one of the sides (doing both might be a bit hard because its a small map). As it is now, units will take too long to reach the battlefront I think, especially if one army starts losing ground. That will make it a lot harder to finish a match if there's no real advantage (in terms of production facilities) for a team who pushes the other army back. I think ommiting a neutral base will just make the battle drag on for too long. Also that row of HQ-city-base looks a little weird, I would change that too Overall a good map I think though 8/10 |
airob (02/06/2009 04:12pm):
there is a game right now in it...so iw ill edit it later...i will put a base near the labs....and the HQ row thing is weird....i might change the city to other place i think...thanks for suggestions |
Tyrael (02/07/2009 07:19pm | Edited: 02/07/2009 07:19pm):
. |
McAfee (02/07/2009 08:27pm):
i..t..l..o..o..k..s..c..h..o..k..e..y..a..r..o..u..n..d..t..h..e..o..u..t..s..i..d..e .a..n..d..w..h..a..t. .a..r..e..t ..h..e..l..a..b..s..f..o..r..? |
airob (02/07/2009 09:21pm | Edited: 02/07/2009 09:22pm):
th labs??...mmm i had the idea of "labbing" megas and/or neos....you know the map has low funds so for maing big guys it needs to save some i wonder what was tyrael going to say...i didnīt saw the comment befre he edited the second rate had to be a 7...since it was 8 last time |
Xmo5 (02/08/2009 11:58am):
I like where you added the bases, they can give support to either the outside or the middle though I might ban piperunners or at least make them lab units because they would dominate this map... You still have that weird HQ row thing going on though, fix that and I'll give it a 9 |
airob (02/08/2009 04:13pm):
wait until the games are finished...i will see where to desperse that row |
airob (05/07/2009 06:01pm):
whoops i found a simmetry error |
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