Creator: zaaps1 || First Published: 12/28/2011 || Players: 2 || Size: 18x18
Categories: C-Rank, Base Light, Standard
Rating: 7.00 in 1 rating
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Comments:
zaaps1 (12/28/2011 09:25pm):
A map employing a celtic knot design using the roads.

I probably should've made the map bigger, but in any case I expect that the heavy roads would
make recon rushing a bit of a problem. I'm not entirely sure how to fix this, although since there
are no neutral bases up for capture and the neutral airport is fairly safely tucked away, I can't
see recon rushing being a game-breaking problem on this map.
walkerboh01 (12/28/2011 09:53pm):
Recon rushing shouldn't be a problem, but copters will be. You should move the airports 2-3
spaces back. And Max and Grimm will be brutal here with OHKOs. Koal is broken as usual.
Headphone (12/28/2011 10:36pm):
Copters would be less of a problem in permasnow.
Just saying
zaaps1 (12/28/2011 10:38pm):
swapped a city and airport on each side to push the location of the airport further back, making
copters less of a problem.

I tried to limit the effectiveness of Max by adding mountains, creating somewhat of a chokepoint
so that indirects will grant an advantage against him. I was careful not to make it too chokey
though. I assumed that Grimm's defense would help limit his power enough.

And may Koal have mercy on us all.
Grit Snipe map maker (12/29/2011 02:35am):
Dang it!You stole my Koal idea.
Headphone (12/29/2011 05:02am):
http://awbw.amarriner.com/prevmaps.php?maps_id=55166
Ahem.
Grit Snipe map maker (12/31/2011 01:32am | Edited: 12/31/2011 01:33am):
zaaps1: And may Koal have mercy on us all.

I meant that not the map Headphone!Although that looks like a pretty good map.
zaaps1 (01/02/2012 10:35am):
Whoops! Added an FTA counter that was missing before, d'oh! :x

Everything should be good now.
walkerboh01 (02/01/2012 04:23pm):
This looks like a really well-designed map. It's choky on the sides, meaning the center will be the
main front (almost a single front), but with the very low terrain it should be fine. I'm giving this an
8/10, and it'll go on my list of maps to play on and test more carefully. =)
zaaps1 (02/09/2012 10:01pm):
Thank you :) Please let me know how the tests go and any problems that appear evident!
walkerboh01 (04/26/2012 09:34pm):
In the middle of a test, and I'm a little disappointed by the map. There are two main problems,
and both come from the fact that the map does indeed develop into a single front map.

1) The first tank can dominate too much. The person who builds the first tank can force the
other player into assuming a more defensive position, making the first tank an automatic
advantage.
2) There's a big no-man's land in the center between the two lines of cities. It's way too easy to
set up a defense there, even with all the 0-tile terrain.

My suggestions: First, take the more central city in that pair of diagonal cities (1E 2N of the OS
HQ for example) and move it one space more central, vertically. So move that OS city one
space north.

Second, add a tower. It can go somewhere in the back, just replace a city with it (19k per side is
a bit high for 2 bases + airport anyways). Third, remove the widest mountain in that central chain
(for example, the one 6N of OS's eastern-most base), and move the nearest city to where that
mountain was.

That should improve the map quite a bit, although the first tank might still be a problem.
Downgrading to 7/10, let me know if you make any edits.



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