Creator: Mori2 || First Published: 03/03/2012 || Players: 2 || Size: 21x21
Categories: B-Rank, Standard
Rating: 5.67 in 3 ratings
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Comments:
Mori2 (03/06/2012 03:01am):
Inspiration:
http://www.youtube.com/watch?v=gEIaEqzTi8Y

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
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.
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.
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
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.
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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