Creator: Mori2 || First Published: 03/03/2012 || Players: 2 || Size: 21x21
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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Mori2 (03/06/2012 03:01am):
Inspiration: http://www.youtube.com/watch?v=gEIaEqzTi8Y |
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walkerboh01 (03/11/2012 08:32pm):
If you aren't one of my favorite map makers on the site, you're at least top 5 for sure. =D |
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Mori2 (03/12/2012 05:50pm | Edited: 04/10/2012 05:54pm):
Thanks! I still think I need to improve on making less open fronts, and just more unique fronts in general. But I'm getting there. Will have to test this soon. The more I look at it, the more it's growing on me. |
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walkerboh01 (04/26/2012 08:50pm):
The area around the contested cities will be pretty interesting. But like a lot of your maps, it's a little choky. In particular, I'm worried that a losing side will be able to form a practically impenetrable defense without losing a major property advantage, effectively forcing a stalemate. Anyways, I think this map is an 8/10, but still has room for improvement. |
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sarastro (05/10/2012 01:23am):
The early game with direct units is really dynamic. The sea and mountain tiles create many paths and the players must choose one of them . However in the mid-game artilleries are too powerful. One of them can easily cover many cities |
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Mori2 (05/10/2012 10:47pm):
Agreed. I guess my problem is that, after looking over the replays, I don't see this type of late game play as inherently bad. Copters are still great for harassing artillery positions in those ever important corners, and the limited routes constantly forces you to think far in advance on how to handle your supply lines, even with the abundance of roads/shoals here. If the late game gets too stalemate-ish I will certainly edit it, but I think it's okay as it is right now. The corner base simply isn't strong enough to wall forever, and the other two bases have the HQ and the single base push to worry about more than defensive walling. There's very little cover overall for meatshields to really take advantage of, and more often than not they'll be defending on poor terrain. If anything, the fact that both sides have fairly safe funding makes those long supply lines more interesting, as it becomes more of a game of long term planning rather than center rushes for contested properties. As always, I am open to ideas and suggestions regarding my maps. |
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walkerboh01 (05/22/2012 06:15am):
Putting the airport in a position closer to the fronts (say near where the port is) could also help. |
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