Creator: Armageddon07 || First Published: 04/19/2009 || Players: 2 || Size: 20x20
Categories: None
Rating: 9.00 in 2 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Armageddon07 (04/19/2009 08:15pm | Edited: 04/22/2009 09:01pm):
OK, i tried really hard to make this map a good one.
You'll probably want to ban the broken commanders and and damage dealing commanders. do so
or don't your choice,
I do recommend banning the mega tank and stealth units.
maybe even place a 50 day limit.

give me your thoughts on the map and tell me what you think should possibly be changed.


EDIT:: I've added two BM infantry and made an BM city as suggested by Shadow Star and
Watchful Eye.
Shadow Star (04/19/2009 09:04pm):
Well at 12K starting funds, and 4 bases. you're going to want probably a APC and an
invantry on two very different bases. the thing about it is, its much easier to balance maps
that fit under the conventional method of map starts. you know, two bases, no cities.

as for the map itself, the only problems that I see that hasn't already been addressed (the
FTA and starting property count) comes from the sheer imbalance of production to
nonproduction. currently, there are 8 production per side (you could cut back on the base
count by 3 per side), but only 15 cities per side. that means that out of 24 property that
produce funds, 1/3 are production facilities, since there are two airports, you really should
have about 3-5 cities per base, so, average 4. then as for the airports, having 5-7 per
airport. So, you might want to change the ratio a bit.
Watchful_Eye (04/20/2009 07:19pm):
Nice Map overall :)
If you like to test your map with someone, feel free to contact me ;)

Ideas:
- Just as Shadow Star mentioned, you need a strong FTA Counter here because of the high
funds (to get 11000 funds 1 turn earlier means 5500 funds more for orange overall). A way
to counter it is to change the map in a way that the blue player starts with 1 more city
then the orange one (the one is neutral on the orange side then). The city should be
secure to get, it is only to slow down the "conquering phase" of orange a bit.
Additionally, put an infrantry on the blue base near the bridge (probably even another one
near the HQ).

- The airport both players start with is probably also problematic. If the orange player
builds a Helicopter in the first round, he automatically controls the middle of the map,
because the second player can only reach it with other helicopters, not with Flaks (so
orange gets the first strike and wins the air battle). Maybe you also should put away the
mountain near the middle base to add at least missiles as an option against air units.



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