Creator: funwes || First Published: 06/15/2011 || Players: 2 || Size: 21x29
| Categories: B-Rank, Mixed Base, Standard | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
funwes (06/15/2011 03:38pm | Edited: 06/15/2011 03:42pm):
For the love of the gods, ban Sami. Kindle and Sturm are good bans as well, considering the middle. This would be difficult but playable in FOW. The thing is, you can only advance so far on one front without being hailed on by rockets. But you can also distract the rockets in the center as you attack on the side fronts. Make your choices wisely, young ones... Named after a fantastic post rock band that I've been enjoying lately. Constructive comments please. |
|
Headphone (06/15/2011 03:39pm):
Hello |
|
Cereal Killer (06/15/2011 03:40pm):
CI wins obv. gg really |
|
Eligitine (06/15/2011 05:54pm):
There is no CL HQ. So its...its...ITS..GHOST REEEEEEFS! Inta 10 |
|
walkerboh01 (06/16/2011 07:23am):
Wes: I just hope you realize that by saying "constructive comments please", you only guaranteed to not get a single constructive comment haha. |
|
Nyvelion (06/16/2011 10:38am):
CI can't win. Besides the ultimately useless pipecrawlers, all their units will run out of fuel eventually, and there aren't enough of them to take down PL and RF, assuming they're smart enough to constantly build from the base they start with and capture the base close to them quickly. The cruisers are useless, and the carriers might be annoying due to covering the airports but they don't have much room to run and will be overwhelmed eventually. Although they start off with more units, I can't imagine CI actually winning this game, even if this map wasn't meant to be 2 v 1. |
|
Eligitine (06/16/2011 02:10pm | Edited: 06/16/2011 02:11pm):
THERE IS NO CI HQ |
|
funwes (06/19/2011 12:48am):
No kidding, Walker. Though, of all people I sorta expected you too give criticism... |
|
walkerboh01 (06/23/2011 10:37am):
Nah I only do that for good maps =p. Just kidding, I can give you some comments. I'm not quite positive because I haven't seen how the map plays, but I have a feeling that the isolated corner base is very screwed. There are 3 enemy bases around it plus an airport, and I just can't see it holding out very long. I personally think it would be more interesting if you moved the preowned bases (the one that the PL infantry is on and the matching one for RF) back into the area with the piperunners, and then switch the countries. So RF has a starting base in the NW, PL has one in the SE. You'd have to do a little retooling of the terrain and properties (make it less choky mainly), but I think it would make for a better fight =). |
|
ichbinsehselber (06/23/2011 12:24pm):
I do not like the artillery in the center and I dislike the rocket even more. The rocket makes all the center more or less non-contested forcing each player to attack the spy base in the corner first. Remove those indirect units and the players have a choice: Attack in the center or eliminate the spy base. Are the ghost units only there to confuse noobs like me, or do they serve any purpose? (7/10) |
|
McLuvin (06/24/2011 06:02am):
This map has some pretty severe STA issues. PL gets to go first on 3 of its bases and RF only gets to go first on one. What's more is that the base RF gets to go first from is among the least important economically |
|
funwes (07/18/2011 04:27pm):
Map edited. Center rocket/APC removed, bases moved around, slight terrain changes here and there to open up the NW/SE just enough. |
|
Azzaphox (07/19/2011 12:23pm):
The blue forces dissapear on start up since there is no blue HQ |
|
pen (07/22/2011 06:05pm):
I'd like to see at least two more airports, but I guess that would be partially outweighed by the competition for them. Time and effort are well considered, and the map seems playable..... 9 |
|
Robz (07/23/2011 02:57pm):
the center space could use another city. probably instead of any of the empty silo tiles. some of the corner space (more specifically the area surrounding the water corner. seems pretty useless. the corner bases will go straight up and down attacking their inmediate bases, and launching an attack to the sides seems impractical since the other enemy base is far away (unless you´re trying to take over the airport..which is also very risky and hard.) you should probably add another bridge tile connecting the city in the middle of the river squares to their enemy´s territory. it looks pretty chokey in there. a com tower near the mountain sides could spice this map a bit too. |
|
pen (07/25/2011 02:28pm):
uh, what that guy said too...... |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites