Creator: Saltpeter || First Published: 06/03/2009 || Players: 2 || Size: 40x31
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| Comments: |
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Saltpeter (06/03/2009 02:13am):
So I made a topic in the forums showcasing my maps, and someone said that the standards are different from when I made them, which was around two years ago. First thing I did was check the guides. >_> It does NOT seem that the standards are all that different. That said, one of the guides said "If a map has a higher starting income than 3k, you should be highly suspicious". I don't see the big deal. As long as the first-turn advantage is appropriately countered, the game should be playable. Whether or not it would be fun is a matter of taste. Guide itself says it's only a recommendation. There's a type of game for everyone. Nonetheless, here's my first map which complies with that recommendation. Orange and Blue are going at it in a temperate region. To the left is isolated countryside covered in trees. To the right is a city in the mountains. At the center of the map is a pair of missile silos. The umbilical road connecting the two cities are hidden from the farmlands by rows of trees. The HQs have robust natural barriers. P.S: The missile silos are there out of spite. >_> Fire away. |
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Clover_Fanboy (06/03/2009 06:38pm):
This will take forever to finish O_O |
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airob (06/03/2009 08:08pm):
the pre-owned properties issue is not because there are too much funds. is because no one will want to go capture moar....i mean...keeping with their already owned 12K each army will just keep on their side until they build a big ass lot of units to rush..which is called boring, a proper distribution of terrain and property is what this map need..aside form the fact that is very big..some moar neutral properties wouldnīt hurt, and to distribute them trhough the map equally is also needed as if they are just clumpered in one area o fit itīs likely they capture and stay on their area...terrain clumps such as plain clumps, mountain clumps and forest ones arenīt good neither...a well distribution adn varietion of terrain is what you need to focus and get better on |
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Saltpeter (06/04/2009 02:36am | Edited: 06/04/2009 02:41am):
>_> I would appreciate if you didn't treat this map as the sum of my abilities. Flaws in this map and oversights on my part do not reflect failings in my abilities. Also, where in this map is there an excess of anything? The isolated countryside is isolated for a reason. I want it to be isolated. The mountain cities are where all the properties and mountains are. Even distribution, as in perfectly even, such that every place in the map is immediately desirable, goes against my vision with this map. I made THIS map to look good, like it could be a map of a real location. You're supposed to want to go for the mountain city first. Consider this. There are an airport and a base in the countryside. If you don't go for and protect it, the enemy can take it and produce a force that, due to being isolated from the mountain cities, can easily circumvent the forces gathered there. Anyway, I'll add more neutral properties. I like when there are more neutral properties. I limited myself based on the forum guideline that the final daily income for a player should be around 16K, so I put about twice that onto the map. Edit: Made NO changes to terrain. Added several neutral properties. |
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airob (06/04/2009 05:26pm | Edited: 06/04/2009 05:28pm):
and iw ould appreaciate to take adivce in a good way and try to actually understand what iīm trying to say..if i say large terrain clumps(such as the forest on the northwestern adn southeastern parts) arenīt good and if i say this,...iīm not saying to remove them all, iīm not even saying t remove any of them, i just say to disperse them a bit on thei own...since your letting i your map some parts with a lot of single terrain, and others with neither a single forest nor a mountain...the idea of making some important properties protected by mountains is actually good, but just isnīt taken to th best point possible, or at least, it can be made better..for an instance, i can say that most people will evade buoilding from the northwestern and southeastern bases due to that they actually are surrounder by forests, so any tank will have itīs trouble reaching the center front, and tanks canīt go neither to the isolated fortress due tomountain so onnly infantry can me be made there...actually most people would evade attacking from said areas, due itīs both very far,and there arenīt much things to fight for near them. and still no one would try to capture those zones once owned by the enemy, since all funds made for rushing there would actually be used to rush in the center...so itīs both without point building form there and trying to get that place before any other...... SO PLEASE UNDERSTAND...when i say distribution of terrai i donīt say remove all mountians..i actually say add osme forest there(the isolated mountains) add some moar roads in the side fronts...and mountains there too...properties must be distributed also well througout the map. since if you clump most properties in a single part of it itīs proper most people would rush there and forget about the rest of the map/the already said north and south parts) making practically a big map having unused space, which is bad...if you want to keep with your isolated fortress thingy i had say. to remove the bases on the already talken to much of north and south parts. and leave just cities there...then let most of the bases onthe mountain range...and add cities through all the map....a big map with few properties islikely to have death space(unused)..jsut to poit out...making big maps considerably fair and balance and good overral is hard. i say this for my own experience.. ALSO IMPORTANT. forum guidelines are what they are..guides...is most advice to start using them when starting map-making. but improving on new ways of maps is the way you can make your way through this place. many good players have moar than 16K per side and their maps are perfectly balanced and great...though you have to keep this in mind. the size asks for either moar or less funds |
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Saltpeter (06/06/2009 02:17am | Edited: 06/06/2009 02:19am):
How can you distribute properties perfectly evenly without making the map aesthetically displeasing? You cannot ignore that aspect of the map because I made the map, first and foremost, to look good. I want the map to look like a map, not a board game. If the cost of making the map acceptable is the map's aesthetic value, then I'd rather just scrap it. I will add some more forests to the city area. By the way, what exactly do you mean by "make your way through this place"? |
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airob (06/06/2009 06:28pm):
by that i mean. become a better player, better map-maker, and mostly people will get to know you are a serious AWBWer and more people will comment on your maps, helping them... also, there are ways, lots of ways to make a map keep both, esthetical and playability high value on the map....you just must be open to ideas, and actually try them instead of just refusing any comment someone makes just because you think it will donīt work or will donīt look pretty just because you think it will be like that |
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