Creator: blankets || First Published: 08/27/2009 || Players: 2 || Size: 14x20
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| Comments: |
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blankets (08/27/2009 11:23pm):
I had Unreal Tournament on my mind when i made this. There are you prime nodes, the mountain locked bases on the pipe walls next to each HQ, then the center node which is two mountainlocked bases. These are intended to make Pipe Runners to act as defense turrets and to help advance the offensive, just like Unreal Tournament. Then you have your mine nodes off to the north or south of each HQ, and the air nodes on the SW NE corners of the map. Suggest you set funding to 1.5k ir 2k to make all of the funding possible. Ban: the five, Sami, Sturm, and Lash. Unit Ban: Stealth. Besides the brief background, this map shouldn't be all to chokey do to the multiple fronts, and the FTA should be countered. If any problems do exist, or something is just wrong, let me know. Make comments and ratings, and there will be cake. |
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airob (08/28/2009 09:51pm):
I WANTZCAKE NAOH >:( now onto your map, i think it looks cool, hopefully no, it is not too chokey, though the center indeed is and thatīs my main worry, as the center has too bases, which will be rushed by both armies, screw the sides, everything goes to the center, so indeed it is chokey, i would advise to remove both central bases, and both bases trapped by mountains i just see a messy art+rocket spam for those trapped bases, consider un-mountain them orputting them close to one army, possibl the one taking the weakest on the front... |
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blankets (08/29/2009 12:29am):
replaced middle with com towers and opened it up, comtowers are pending removal by recomendation. Also moved the wall bases to the ends of the pipe walls to ensure they are a priority target for both sides, and at the same time reducing the chokiness. finally, i move each preowned base back to ensure they can't be blocked by pipe runners. |
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Falconewing (08/31/2009 10:52pm):
towers tooo close to each other, and very narrow near center. and the airports just assume all control of the map. |
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