Creator: Robz || First Published: 03/28/2012 || Players: 2 || Size: 22x25
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| Comments: |
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Robz (03/28/2012 03:46pm):
Not really specifically designed to have heavy naval or air play, but it could see some use. Bships might in handy, and there are plenty of funds too! air play will probably come somewhat late in-game. comments or anything please share. |
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blozzee (03/28/2012 03:53pm):
love it /10 |
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Robz (03/28/2012 03:56pm | Edited: 03/28/2012 04:01pm):
I am thinking if adding more funds would be a good idea. thereīs still some room to do so without altering much the layout of the map. it would definitely allow some ground tech-ups. Edit: Dont know if changing the bridges to a more common terrain like shoals would make the map look nicer too, itīs just an aesthetical look, anyway. |
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walkerboh01 (03/28/2012 08:36pm):
This is pretty nice. The fronts should set up really nicely. You definitely don't need more properties. |
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walkerboh01 (04/25/2012 02:02am):
I do have one comment, actually. That backwards base (northernmost for CI) is in a terrible position. The other base will be responsible for capturing basically all of the properties on the map, and will produce most of the vehicles (that and the neutral base). Maybe think about switching that backwards base with a city... the one 2S and 2E of the CI base would be good. Otherwise I like the map, and as I said before the fronts should be pretty interesting. 8/10 assuming you fix the base. |
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Robz (04/29/2012 01:34pm):
Just because it doesnt capture as much properties as the other two bases doesnt mean itīs a bad base. itīs in a ineficient position for capturing, but i dont think it greatly impacts the capture phase, as a matter of fact, i really like how the capture phase developed. Vehicle production came in just about the right time. if i make the switch you suggested im afraid it will become too much of a north vs south setup. Besides, when having such a delayed base, you will consider building vehicles from everybase. (in my game, i prefered to build vehicles just from two and infantry from that said base, in order to build funds to tech up) |
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walkerboh01 (05/22/2012 06:30am):
The point is that if the bases are that badly imbalanced, it leads to FTA issues. If one base is responsible for capturing the majority of the properties, then whoever builds from that base first has a definite advantage in the capture phase. It's not as pronounced on this map as other maps because the preowned bases are still close to each other, but it's still a problem. 7/10. |
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Watchful_Eye (05/31/2012 02:41pm | Edited: 05/31/2012 02:43pm):
I just played this map with a friend. After around 12 turns, there was almost a stalemate situation, because the capture phase is really slow, so a lot of infrantry will be built. Maybe you should add an infrantry on both sides and place it around the harbors. If you do that well, it would also solve the FTA issues walkerboh01 mentioned. Otherwise it is a great Map. :) |
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tayzzer (08/22/2024 04:34am):
My first impression is that there is a long phase where neither player has a reason or opportunity to build anything other than infantry tank. Points for being unique, but I think the uniqueness in question might just make it so you only get to build two units and I'm not sure im sold on that |
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