Creator: Mike55 || First Published: 08/21/2010 || Players: 14 || Size: 40x40
























































































































































































































































































































































































Categories: None | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
SandSkin (08/22/2010 07:36pm):
The Black Bombs are pointless in the center. HQ's don't refuel them. So they may end up blowing threw their own pipe. =/ |
Mike55 (08/23/2010 04:07am):
Edited: Black Bombs in centre have been replaced as Missiles as i realised that the castle have no Anti-Air Defence :) Thank you. anything else anyone could suggest would be appreciated! |
BurningStarFour (08/23/2010 10:19pm):
Ban on Grit, IMO. The center groups are started with so many high-end indirect units that it would be too easy to ward off the attackers. Not to mention, it's essentially impossible to destroy the rockets, and almost as hard to take the base in the mountains. I would also suggest the removal of the center team's infantry resting in the mountains. They're too close to the outer teams' starting funds, making it difficult if they capture any of it early on. The outer team is already going to be tight for funds most of the game, making it hard to build any units worth using to fight, even if there are a million outer teams. I see a lot of infantry spamming coming from the outside. |
Mike55 (08/24/2010 03:36am):
Some rather good points there, but the idea of the infantry in the mountains is they are on the castle walls and enemy infantry/mechs can scale the walls. i will move neutral cities away from the castle allowing quicker capture for the outside teams. Also, The rockets on the towers are a bit much to start with but once over-run, cannot be replaced. they allow breathing space for the defenders. |
BurningStarFour (08/25/2010 10:36pm | Edited: 08/25/2010 10:45pm):
The rockets can absolutely be replaced. Break the pipe seams, bases can build rockets. Which is another thing I don't understand having there. The bases. You make it sound like the infantry in the mountains aren't supposed to move.. Well, they will. And then the base there just keeps building more infantry. I should've specified that there would be a lot of infantry spam from BOTH sides. EDIT: The point also about the funds. Both center teams, assuming they capture all properties within the mountains (which they will), the combined income per turn for the defenders is 64,000, or 32,000 per person if they split it. If the outer teams capture all the properties outside of the mountains (which they won't), on average, each person will only have 13,000 per turn. That's enough to build a tank a turn, and maybe a bigger tank every few turns. Whereas the center can build 2 megatanks a turn with some left over. They could build 2 (almost 3) bombers, with a lot leftover. I'm just saying it's so unbalanced. Within the first 10 days, I guarantee at least a couple of the outside guys will already be defeated. |
Mike55 (08/26/2010 04:46pm):
Some very fair points there. the idea of this map, for me, was to be a little fun, defenders to try to hold off all the teams and maybe beat a few, but more for the attackers to beat the inner teams as quick as possible, see if they can actually work together to over-run the fortress. i shall edit a few problems you have mentioned as soon as. thank you. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.