Creator: bugianer || First Published: 06/01/2009 || Players: 3 || Size: 40x40
Categories: None
Rating: 6.14 in 7 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
bugianer (06/01/2009 07:59pm):
A nice world map

conquer the world!
Falconewing (06/01/2009 08:19pm):
1.FAIL

bugianer (06/02/2009 02:30am):
why is that?

did u even play it?
bugianer (06/02/2009 03:09am):
hey I need you guys to make this map perfect
so play it and tell me what could be made better.
That's the way it goes

thx
bugianer (06/02/2009 04:07am):
Just a little description

I made this map to play with 2 friends, so it is a 3-player-game.

1. Red seems to have an advantage, since they have their own continent, but it should take
them longer to capture everything including the pol-caps.

2. Black is in the middle and they seem to have a big disadvantage.
But they have 1 city more than the others and cities like in saudi arabia and by the ural
are a stategical bonus. The are also able to spread really fast on the southern polcap.
Additional they are a bit more south than red and yellow, so they are able to stick back
in africa and the southern pol and watch the others fight for europe to conquer it back in
the end

3. Yellow has a lot of space and together with red is able to conquer the north, so both
yellow and red will have to share the north and fight for it while black watches

I hope this little description gave you a plan of what you are playing. First in line it
is smart to use a lot of naval units, since on this map (like in the real world) there is
a lot of water.
Enjoy playing my map and I'm always happy for some critizism

cheers bugianer

Shadow Star (06/02/2009 10:36am):
please, look at these categories.
http://awbw.amarriner.com/categories.php?categories_id=15
http://awbw.amarriner.com/categories.php?categories_id=25
http://awbw.amarriner.com/categories.php?categories_id=13

Can you tell me the difference between those categories and your map? The answer is,
they vary terrain and property evenly across the entire map. You have a lot of useless
space on the map that will never see any play at all. this isa bad thing. There's also not a lot
of terrain variety due to terrain clumping. Spread the terrain out, add some roads, that's a big
thing about helping to balance maps.
Now, those rivers that you have graciously placed on the coastlines, are really hurting the
map, right now, they're very empty squares, since only air and infantry units can stand on
them.
with 7 airports, 14 ports, and 11 bases, you're going to need a lot more than 29 cities (and
HQs) that means you have less income than you have places to build units.) Going back to
the production facilities, they aren't evenly spread. which means that some countries will
have better production than others for more than a turn. There are also seaports tjhat are
considered, useless. A sea unit can do two things, be on a port, or be on the ocean. Reefs
which you've added are defensive, but shoals are as well. unfortunately, only landers and
Black boats can go on shoals, and no sea units can go on rivers. (one shoal locked port, one
river locked port) additionally quite a few of the ports are in positions that are so useless,
they'll be captured, to act as cities.
Initial views and guesswork on the first 10 turns, puts OS in the lead (again, what a
surprise, FTA there for you) BH in second, and YC in last place. The problem there comes
from the fact that if OS is the best spot, then there is a very strong FTA that needs to be
fixed. as long as OS gets to his thigns first, it doesn't really matter how far away he is.
you have long bouts of terrain that won't be doing anything. (most of the mountains, some of
them will be used for scouting purposes and chokepoint purposes, but the very upper, very
lower, and most of the mountains that aren't going to be blocking up exits will be quite
useless) some of the islands will never see play.
Right now, the open ocean is a problem as well, there's not a lot of variety in the map, the
game is going to be unfair, the property distribution appears unfair, and there's a lot of open
space that will never see any play whatsoever.
http://awbw.amarriner.com/prevmaps.php?maps_id=4481
bugianer (06/02/2009 02:10pm):
thank you for your critzism in advance,

my goal was to create a world map which is quite a bit like the real world, my cities in
the map are at places where big cities are in the world...allright

maybe you are right, it needs a bit of balancing, I gonna try that. But also I wanted some
empty space, because if you don't have any it is hard to conquer an island
So I all watched it from the geographical side and not from the advance wars side ;)
I just gonna quit the games and work on that since this is my first map and it has to be
one, which looks like the world plus there has to be an aweseome gameplay
bug
bugianer (06/02/2009 02:13pm):
yeah and it is allways better to have some more ports to repair your ships and rive ration ;)
Madd Maxx (02/10/2012 01:59am | Edited: 09/09/2014 10:38am):
regarding shadow star comment on terrain. I agree about the clumps....especially with
trees. Maybe instead of making rectangular clumps of trees put some plains here and
there and have couple trees coming out...nicer on the eyes. But I like the simplicity of the
terrain to be honest. 10/10
Xmo5 (09/11/2015 12:31pm):
Africa looks pretty small... also, what's that island in the middle of the Atlantic,
between Africa and South America?



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