Creator: Hackiroth || First Published: 06/20/2009 || Players: 2 || Size: 21x21
Categories: None
Rating: 10.00 in 1 rating
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Hackiroth (06/16/2009 03:16pm):
A map I made for lulz. (First map.) I read some of the articles about first turn
advantage and such, but there are a lot of variables involved. Not sure if the map size is
sufficient enough to reduce FTA (don't really think so.) What I attempted to do was make
the middle a point with too many choices to produce one clear best choice. You can go for
the rockets to hurt the opponent's precious resources, or start capturing to build up more
of your own resources. I also tried to add just a little of everything to give (the
important) COs at least something to go off on. (Important, Read: Not Javier).
Falconewing (06/16/2009 10:35pm):
This map sucks. Sorry for being harsh, but darktooth has pissed me off today.
ANyways, too many missiles, bland(put more terrain variety), no property clumps (spread
properties out spaced), and put an FTA COUNTER!YES U HAVE TO. The middle airports are
FTA-induced! Good map if u fix allll that
DuelStriker (06/17/2009 11:10am):
PC has a comm tower instead of an HQ

lolololololololol
Hackiroth (06/17/2009 08:35pm | Edited: 06/17/2009 08:48pm):
Well thank you DuelStriker, that would explain why I can't even test it. I've never even
seen a Com Tower before, assumed that was Pink's HQ. Lawl.

Also, I'll change some things up once I've actually played through a game of it, I do
better with testing things out first.
Hackiroth (06/17/2009 11:16pm):
Just played a game. Against Collin of course. Took the worst beating. ~Edits.~
Uthief (06/17/2009 11:31pm):
Whoever hits the Missiles first wins, in my opinion...
The moment you get one missile, you probably get the others (Through force, and through
using the first missile, like a chain reaction)

May want to reduce properties in the center; it's good to have the players compete, etc,
but... Usually, the first player to hit center usually takes center, so if you only place
a few in the center instead of massing most of the properties in the center, then you'll
have less of that problem.

Usual First Turn Advantage; especially since the missiles are in the center.

Ports are too close to the bases, in my opinion; a battleship could constantly hammer
fresh built units

And although I'm neutral to some of the things Falconewing suggested... I'm sure that if
you improve terrain variety and reduce property clumps, it'll look much better

I agree with what he said about too many missiles; if you have too many, a player could
just stockpile them for later; although not too bad with a few, facing an opponent with 5
or more missiles stockpiled is dreadful :P
Uthief (06/17/2009 11:32pm):
After you make some editing on the map, I'll play you again if you want (And this time,
with a fair CO, lol; no more cheap ol' Colin O_o)
Hackiroth (06/17/2009 11:47pm | Edited: 06/18/2009 12:35am):
Made some changes. I didn't really mean for it to be whoever gets to and controls the
middle first wins. I just wanted the players to be breathing down each other's necks. xD
It's suppose to be about choices. Like you can get to the port area and either capture
the base or the port first but you also have to be conscious about what your opponent is
capturing and trying to counter or stop that. I'm still iffy about the FTA stuff. (I'm
still old fashion go second and take your beating like a man Private Twinkle Toes. Which
is why I didn't ban any COs just yet.) Seems
to me that going second (theoretically) gives you the advantage in seeing what your
opponent does first so you can react. That's assuming that there is no dominate first
turn strategy (which is apparently to spawn nothing but infantry.) But then again, I'm
odd. Thanks for the help~

Edit: I realize the economic advantage though. That sucks. :\
Uthief (06/19/2009 12:12am):
The main problem isn't going second; the main problem is going second paired with masses
of properties in the middle. If you have one, it isn't that much of a problem (Although
generally, it's advised not to do either), but with both, the first turn player can take
the center, block, take, and conquer in that manner.

Naturally, that's what the FTA Counter (usually infantry or something in that manner) is
for. That way, the balance of power is like a seesaw, rocking back and forth with each
turn, so that no one player will always have a definite advantage before the battles and
engagements. Once the battles and engagements start, that's usually where the balance of
power is supposed to shift, etc.
Hackiroth (06/20/2009 11:38am | Edited: 06/20/2009 11:39am):
Added the infantry FTA Counter, and turned the cities on the outsides of the map to forest
and added a mountain to make plowing through their a little more challenging. I also took
the ports down to the two, which makes a big difference especially sense I left them on
the side that the player's airport is on. Not sure how that works out other than the map
being two parallel choke points.

I hope I finish this map soon. I'm tired of the ass beatings. :[
Uthief (06/21/2009 05:00pm):
I'll play again for testing/fun! =D
airob (06/21/2009 06:16pm):
i just say, big property clumps arenīt good, as well terrain clumping, that chokepoint is
just imbreakable. this usually would end in a stalemate, but you lost only cuz u were
against a broke CO
amthc356 (06/22/2009 09:19am):
FTA + central silos + FoW = instant win. Fix that.
Hackiroth (06/22/2009 07:53pm | Edited: 06/22/2009 07:53pm):
FoW + Silos = Win? Are you trolling me?

Uthief enjoys raping me. :[



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