Creator: airob || First Published: 02/01/2009 || Players: 2 || Size: 17x18
Categories: None
Rating: 7.00 in 9 ratings
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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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