Creator: walkerboh || First Published: 01/31/2011 || Players: 2 || Size: 27x23
Categories: None
Rating: 0 in 0 ratings
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Comments:
walkerboh (01/28/2011 05:26am | Edited: 01/28/2011 02:01pm):
Disclaimer: The concept for this map was thought of by Glen, I'm just the grunt who
designed it haha.

The main idea behind this map is that you can choose one of four options to support your
army. You can take 4 cities, a port and 2 cities, an airport and one city, or a tower and
a missile and a city. Once your choice is made, it is still possible to get the other
properties; however it will take much longer to do so.

I'm not too sure about how to balance this. RF gets to make their decision first, so they
have FTA because of that. However, PL gets to see RF's decision before making their own,
so they can act in direct counter to RF's choice. So i'm tending towards saying those two
things offset each other, and a normal FTA counter on the base should work.
MossGrande (01/31/2011 04:00pm):
I love this idea. Can't wait to test the options.
wareagle (01/31/2011 05:58pm):
Cool idea, Going for the extra tower with Grimm might be fun.
Kruegster (02/01/2011 12:19pm):
You made the seam in the top right corner, where the infantry is breakable, but the other
seam in the bottom lefthand corner is not a breakable pipe.
walkerboh (02/02/2011 02:23am | Edited: 02/02/2011 02:26am):
Thanks for the comments guys =). I just hope that it plays out fairly and that all 4 areas
are legitimate options.

Good catch Kruegster, I must have forgotten to change the second pipe to a nonbreakable
one. I'll fix it when the games finish up on it.
omnomnom (02/02/2011 04:30pm):
I'm testing it out right now, the seam that Kruegster brung up is the only problem I can see.
Besides that it is a very solid map, good job!
Meta Rexy (03/08/2011 06:45pm | Edited: 03/10/2011 10:09pm):
lol, javier.
This is a really interesting concept. I wanna try it :)
Edit: Fix the pipeseam plz. And Jhuni has a legit point, though it's kinda impossible to
block off the port and airport....
jhuni (03/08/2011 11:27pm):
This would be much more interesting if you had to make a choice and then it was set like
that for the entire game - that is none of the pipes would be breakable.

As it is now I would pretty much go for the airport every single time, simply because it
leads to all the other areas. Once you capture the airport you can swing a t-copter around
for three turns and capture the port. A little later you can blast open the pipe seam with
a bomber built from the airport to capture the four cities.

If you choose anything other then the airport it is going to take you a very long time to
get an airport because the other ones are in the corners of the map, and then even when
you get that airport it will take you even longer to break those pipe seams and capture
the other areas.

The second comm tower and the missile silo will be most effective late-game so it is best
to save them for last I think. The port is not a very good choice because airports are
almost always more useful, and the four cities are a bad choice because of what I
mentioned before, it will take too long to get to an airport. As such I think it is pretty
clear-cut here, go for the airport.

> PL gets to see RF's decision

What about FoW? You aren't going to see anything in FoW.
walkerboh01 (03/17/2011 02:00am):
@ jhuni: As far as blocking off the other sections of the piped area, I decided not to do that for
two reasons. 1) The airport and port need to be open to the outer area of the map, making it
impossible for me to close off those two sections entirely, and 2) because having the choice
to go for the extra properties in the piped area instead of the central properties adds another
strategic option to the game, which I don't think is a bad thing.

I do agree that the airport is the better option for now, mainly because copters are a very
useful unit here and the airport section opens directly into an area where copters can be
used quickly. I'm planning on moving the airport further back when I get a chance.

As for using the airport to get to the other sections quicker, doing this will get you behind by
at the very least a tank when you build a t-copter, and definitely more than that if you go for
the bomber. This will allow your opponent to almost assuredly get a funds and positioning
advantage over you in the center in the meantime, and you may not be able to hold on long
enough to have those piped sections help you. It's a risk, and adds to the strategy as i said
earlier.

Also, I meant for this map to be played in regular conditions, not FoW, and it is balanced
accordingly. Thank you for your comments though, they certainly are thought-provoking =)
blanci1 (03/25/2011 12:47pm):
nice looking map with interesting feature too ! .. but quite big... i d like to hear from people
who have actually tried it. Even an appropriate title ! excellent.
Meta Rexy (03/27/2011 08:31pm | Edited: 03/27/2011 08:35pm):
I have a suggestion to solve the airport problem.
Place an artillery beside the infantry, and put pipe seams in front of the paths to the
port and airport. That way, the infantry must wait a few more turns before being able to
cap the airport and spam copters.
Maybe the path with the comm tower and missile silo, as well as the path with the four
cities, should be completely walled off, because it's no fun fighting a guy holding two
comm towers and a missile silo in the mid-late game.

Would that help?
I like this map, now having tried a game on it.
I admit it's a bit open, but I really like the premise. This map gets 9/10. Perhaps an
extra city in the middle or a few more woods to give the units in the middle a tactical
advantage? This would encourage people to take the middle or else they lose strategically
placed terrain?
walkerboh01 (04/08/2011 05:45pm):
There are edits on this map in the works. I'll probably put up a new second version in the next
couple weeks and you guys can see what you think of it.
bohwalker (07/10/2011 08:47am):
EDIT: This map has been entirely updated and is in a much more polished form here:

http://awbw.amarriner.com/prevmaps.php?maps_id=53960



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