Creator: Luxferre || First Published: 04/10/2010 || Players: 2 || Size: 20x20
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| Comments: |
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Luxferre (04/10/2010 09:28pm | Edited: 04/10/2010 09:47pm):
Hello everyone, this is the first Advance Wars Map, that I have ever made. If you feel like it, I would appreciate it if you would take the time to give it a rating, or even leave me a comment about it. Thanks! |
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Luxferre (04/10/2010 09:37pm | Edited: 04/10/2010 09:39pm):
Sorry, by pressing F5 I multicomment'd by accident... |
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Luxferre (04/10/2010 09:37pm | Edited: 04/10/2010 09:48pm):
Sorry, by pressing F5 I multi comment'd by accident... (Why isn't there a comment delete option...?) |
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airob (04/11/2010 01:42pm):
i donīt know probably so people can laugh at others fails :D anyway it seems you have at least made your map simmetrical, which is good :D but i fear the neutral bases in the....bridges? are too contested, whichi is really bad. as well as that central base is too centralized, also both armies should have equal number of bases. next thing, your map should have two starting bases, not one, that would speed up things and donīt make balancing so hard, second, high funds, most standar maps, mostly if this is your first map, should have zero cities pre-owned, all of them should be neutral, as they would mess up capturing phases with early recons and tanks. third point: silos., if you are putting silos at all in your map, they should be reached very late in the game, so they donīt mess up that badly, and if youīre adding silos to the mix, the maps shouldīnt have big chokeypoints, like this one, those bridges at the sides are just too narrow and encourage a massive artillery fest, or even a stalemate. all in all, itīs good as your first map. and iīm just leaving these suggestions here... keep the good work, and i had suggest to edit your map. :) |
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Luxferre (04/11/2010 04:31pm):
First of all, thanks for your advice. I just made a few changes. I made the center more even, removed the bases in the bridges and removed the silos completely. Is it any better now? And thanks, I will probably make more. :) |
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airob (04/11/2010 09:45pm):
iīm afraid itīs still very, very chokey, see the problem is not wheter the bridges have "wider" zones at all, the problem is if they have any, and i say any part thatīs less than 3 tiles wide...cus in that point while being invaded you can just clog an artillery fest there and thereīs your nice crafter stalemate. a chokey area can be put to good use as an strategy factor in a map, ONLY when there are other ways(totally land-based, nothing air or sea like) to reach the enemy, like you could put open paths at the sides and one chokey area at the center..but not if all routes to your enemy lead to a chokepoint. |
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Luxferre (04/11/2010 10:42pm | Edited: 04/11/2010 10:54pm):
Soooo, I have now made some updates. - I have added Airports, so that Aerial Fans get their fun, but I left quite the distance to the HQ's so that the Harbor is preferred. - I have widen the road bridges from 1 to 2 titles, and added a little turn. Therefore, on the one hand, it won't be a Tank-Only Fest, and on the other hand, distance attacks will still be advantageous for one. But Artillery only won't work either, since the chokepoints are pretty much gone. - I have added a certain amount of other small details, like that Blue has one starter Infantry, to balance things more out. Wow... totally looks like a whole new map... I am kinda proud of myself... xD What do you think of it now? |
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airob (04/12/2010 05:37pm):
the BM inf thing is called an FTA counter, and iīm afraid itīs not enough, see the infatry is meant to capture BMīs respective neutral base earlier than OS without any required circumstances thant just moving the inf and letting it capt. however, OS can build an early turn 2 recon to screw BMīs capture, same way BM can disrupt OSīs ..but still, OS captures first...so i think either putting the neutral bases closer, or removing some road tiles and instead putting heavier terrain like plains or forests, the recons will hopefully be stopped from disrupting the base captures, srs bsns man. all in all, it looks decently enough. it STILL is a tad narrow and arties will STILL be top priority, but i guess itīs a bit less now, however, one last suggestion is to place some cities in the road bridges, why? well, if no cities in your territory are dangerously being threatened by the enemy(sometrhing that can only be met by putting cities in the borderlines of your, your enemyīs territory, aka the center of the fornts, or around the center, some place where the cities can be menaced to be captured by the enmy) what everyone will do is just stick on their territory with a massive great chinese wall of arties, while bullding a bigger army than the opponent, which is never, because both spawn units at the same rate. so make the fronts worth fighting, something to protect and to fight for on the bridges fronts. |
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Luxferre (04/13/2010 06:23pm):
I made a few changes... How does it look now? Recon rush's shouldn't work so well anymore. |
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airob (04/16/2010 03:03pm):
i guess you could playtest your map to really be sure of that. with a skilled player. |
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