Creator: Zorf || First Published: 05/09/2009 || Players: 2 || Size: 20x15
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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airob (05/09/2009 02:39pm):
do people still think we are dumb enough to eat that stuff of the early 10?....it woudl be better to self-rate one or two days after the map is published as for you map-maker guy..read thses: http://www.amarriner.com/awbw_forum/viewtopic.php?t=10780 they help improving on maps..ad make good ones |
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DuelStriker (05/09/2009 02:42pm):
Yeah, what airob said. ^ Also, please don't give your own map a 10. |
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Fungi127 (05/09/2009 02:50pm):
Too open, no neutral properties, some sort of turn advantage, bland, uninteresting, terrible, assymetrical, underfunded, empty useless sea, too few production facilities, starting funds too high, and more! As seen on this map! 10'd to counter the 10. |
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Red11 (05/09/2009 02:51pm):
Since those properties recharge and give combat bonuses, its better to defend in a tough hedgehog formation at your home area. There are no neutral properties, so there is nothing to contest, so I vote for a tough hedghog, with my artillery in place to pick off expensive units. The problem starts, if my opponent does the same...Eventually, the map fills up with mechs. Maybe then, by mere fact of growth, the armies will clash. However once they a witled down again, the old problem resurfaces and we have WW1 minus the issues of moral, politics, economy, manpower etc. In other words this war really could go forever! |
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Clover_Fanboy (05/09/2009 04:28pm):
FTA, STA, Sami, Koal, etc, etc... 3/10 |
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amthc356 (05/10/2009 05:41am):
Fungi127 (05/09/2009 01:50pm): 10'd to counter the 10. ...what? |
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