Creator: YukiKitsune || First Published: 05/20/2009 || Players: 2 || Size: 30x30
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| Comments: |
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YukiKitsune (05/20/2009 03:28am):
A fairly large two player map with multiple fronts. The main battle will be the center, but you can break the pipe seams to send units to and from the outside. It's terrain heavy because I like to make maps as pleasing to the eyes as possible. |
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LaLaLash (05/20/2009 03:35am):
I really like how much space is given for the two nations to duke it out. It looks like there'll be a good amount of fighting going on x3 |
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Nyvelion (05/20/2009 07:46am | Edited: 11/04/2014 11:46am):
Map was editted. Post no longer relevant. |
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Shadow Star (05/20/2009 09:01am):
Terrain isn't that heavy on this map. I really don't like how there are pieces of property that cannot be reached. that, feels like a drawback from a mapmaking standpoint. aesthetically it works well, but, from a play value standpoint it doesn't sit well) Youre going to need an FTA counter of a different sort. probably putting the GS infantry three spaces closer to the neutral base insteaed of the city. This helps in stabilizing the map since then RF would be the first to build from one base, and GS would be the first to build from the other base. the main reason for this is that the city is just outside of a turns capture. So, it's not quite a fair exchange as RF will get the bonus that GS needs, and even if you reverse it, GS would get too large of a bonus. It would be much easier to give both players either the previously mentioned counter, or if you gave both players two starting bases, and an for GS an infantry on one, plus an infantry a turn away from the second one. with the funds being as they are, it's difficult to accurately counter FTA on maps with 4K starting funds, one base, or maps where the countries aren't on equal footing. (you don't need to worry about the third one if you fix that little Second Turn Advantage with that city) at 26 funds per side, the second airport (the internal one) might be pushing it. since there are three bases as well. even with the terrain, it does feel somewhat clumped, as most of the terrain is near the small road patches, and has plains clumped nearby. There are forests and some mountains beyond that, but most of them are huggiing the pipes, which doesn't really help a whole lot. Speaking of roads, right now, you've really set up anti recon/anti rocket. a few more roads wouldn't hurt the map a whole lot. The very center feels, choked and for the most part unused due to it's small size and easy access around it. Those are the immediate problems, I've more, but, new college placement exams are calling. |
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YukiKitsune (05/20/2009 09:54am | Edited: 05/20/2009 10:03am):
Oh wait. RF moves first doesn't it. -_\ I wanted to add another starting base but I wasn't sure where to place it and it was late. Since everything you said was based on my mistake with the army order what would you say for second starting base placement and other counters? |
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DuelStriker (05/21/2009 04:54pm):
Phantom 1 raters are plail. 10'd to counter. |
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Falconewing (08/19/2009 09:19pm):
This map needs at least a 7.10'd |
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