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| Comments: |
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Robz (02/27/2012 01:22am):
Sort of inspird by http://awbw.amarriner.com/prevmaps.php?maps_id=48000 Made a few changes in the design though, first, the units have more open space to wander around, mech rushes are now more likely to the HQ area. it is impossible to free the units inside the HQ are or to even leak your own units inside (besides infantry and mechs, this may be subject to change depending how map develops in test games) it is however, possible to get some help from the other front once you get rid of that sub (should take a while) other than that the HQ are has quite a decent force to protect itself, any suggestions like adding/removing units or any other stuff is welcome. |
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DuelStriker (02/27/2012 01:43am):
Missing forest bottom left, 0/10 for asymmetrical map |
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Robz (02/27/2012 08:33pm):
Fixed, thanks. |
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DuelStriker (02/28/2012 04:10am):
Good concept, possibly could be too narrow in some spots, but playtesting should help to see if that's an issue. Other than that I don't see any problems really. |
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xushu (02/28/2012 02:12pm):
@DS +1 |
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walkerboh01 (03/11/2012 08:26pm):
I think you should change the center. There's potential to have a great front set up, but you just locked it off with the forests surrounded by river. I would remove that whole thing and redesign the center. This could be a really cool map. |
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airob (03/14/2012 01:29am):
You know, i kind of thought on that but i had like to keep the concept, at much i could pop bridges that connect to one of the corners of the center forests (and turn that corner into a city) to have another way to attack the enemy, but still separating both sides... but i also think the center has potential to something really good, i might just make a remix of this map with a connected center also. |
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walkerboh01 (03/26/2012 03:19pm):
I don't like the FTA counter. Also, you should make the HQs into labs since you have preowned ports. Other than that it seems alright, although I like your v.2 a lot better. 7/10. |
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