Creator: Madd Maxx || First Published: 08/11/2011 || Players: 4 || Size: 30x30
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| Comments: |
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eligitine3 (08/11/2011 07:38am):
Symmetry. Needed. FTA. You should read up on the wiki...OH WAIT ITS NOT THERE. |
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Madd Maxx (08/11/2011 11:43am):
Wow. quick with the comments. Ive changed it a lot since that comment. I believe that economy is the way to attack fta. Most people give 2nd, 3rd, etc players a starting unit, but all that does is give sta. I think being 100% symmetrical is gayy. I like to have some variation! Hope to be trying this map out tonight! |
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bohwalker (08/11/2011 11:57am):
Giving cities doesn't cancel out funds. There are three types of imbalances: funding, unit count, and positioning. Preowned cities can only fix funding, while preowned units fix all three. Also, there's nothing wrong with asymmetry, but only in parts of the map where the terrain isn't important. Of course, if you don't intend for the map to be used for competitive games, then you can do whatever you want! As long as you have fun on it. =D |
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Shadow Star (08/11/2011 08:25pm):
STA only exists if the funds and properlty locations are imbalanced tobegin with. To make your map more successful I suggest the following (with the following reasoning): 1. replace Blue moon and Green Earth's position. by having Orange Star and Blue moon opposite the map from each other, Gren Earth and Yellow comet can accurately be given appropriate counters for turn disadvantage. 2. 5 starting property that produce funds is far too much. Try and cut that down to two bases and an HQ. that way, a 1500 funds counter would be required, and an infantry on the base closest to the next building facility works wonders. 3. Heavily chokepointed maps need ways to counter that. it's unwise to have too many single or double tile wide areas. 4. at twenty production facilities per country, three bases is fine, but four ports and two aiport is a bit much.I't cut back on the ports. 5. next, different islands have different accessability. the one in the southeast corner has 8 landing points, but the southwest has only six. This is compounded by the fact that those two islands are just one island. while the north east corner has 16 landing points, and is broken into three islands that need a lander of some sort to get from island to island. The smart plan would be to eranse the four islands and make four identical islands, and remove most of the starting property aside from two bases and the HQ. move BM and GE to each other's spots, and give YC and GE a starting infantry and no starting cities for any country. Coupled with doing something about the amount of production facilities, such as reducing the ports down to 2 per country, and dealing with the chokepoints a bit by either widening or doing something. I also question if the silo or Com Towers need to be on the map, and I'm sort of thinking that it would be more advantagous to the map if they were cities. |
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Madd Maxx (08/12/2011 12:50am):
Thanks guys. I'' do a test run and make some changes after that. you nguys are probably right about giving too many cities in the beginning. I dont think the amount of shoals or chokepoints will be a problem though. See what happens! |
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Madd Maxx (08/12/2011 01:20am):
I decided to make the changes now. How does that look? Orange and blue get positioning advantage to get to the front line, which isn't much of an advantage considering there aren't any towers or ports to fight for. Yellow and green will have the 10% defense advantage for the first 6 or so days. I think that's fair enough. I really like the idea of changes the countries position. I should have thought about that considering how many maps I've made. The top left islands looked ugly and boring so I made it one island. Put some extra shoal and mountains at the top right islands to help with chokepoints and make it look nicer. Took away pre-owned properties too, including the towers. Thanks for the advice guys! |
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Headphone (08/12/2011 04:46pm):
For a first map, this is pretty good, just keep making maps and playing on them and you'll get the hang of what works and what doesn't. Looking forward to whatever you'll make next. |
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Madd Maxx (08/13/2011 09:25am):
Thanks Headphone. Actually it's not my first map. I've made maps older handles. |
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