Creator: Kataiser || First Published: 04/01/2012 || Players: 0 || Size: 13x27
Categories: None
Rating: 0 in 0 ratings
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Comments:
Kataiser (04/01/2012 07:29pm | Edited: 04/15/2012 02:48pm):
Yeah, sorry for the reupload. I did something dumb and accidentally deleted the last one.

I think I need a different way to address the black tiles for vehicles and infantry.

Edit: Keeping this one around to remind me not to do it again. Naval battles are just too hard to make fun.
Kataiser (04/01/2012 07:30pm):
Yeah, sorry for the reupload. I did something dumb and accidentally deleted the last one.

I think I need a different way to address the black tiles for vehicles and infantry.
MorganLeah (04/01/2012 08:46pm | Edited: 04/01/2012 08:49pm):
This is definitely better, but you have enough shoals in the way near the black tiles to
greatly limit the mobility of most naval units (mainly referring to the bits near the left
and right labs).

Also, unless you intend this for HF play, there's not nearly enough properties to support
a significant amount of naval units.
airob (04/01/2012 08:46pm):
I dont really like how chokey it is. looks like the only place where there could be any land fighting
is at the mere center, as for the rest you can just block the black tiles adjacent spaces and
nothing will be tresspassing them. The land route needs to be wider.
walkerboh01 (04/02/2012 03:10am):
Don't think it's really going to work as is now. Too many shoals for naval units to be effective
(not to mention, not enough properties) and not enough land for a good land battle.

Naval battle works best when it's merely an add-on to a land battle. A naval battle by itself is
hard to set-up, and nearly impossible to make fun because of the low variety and general
crappiness of the units. So my advice is to really focus on making the land battle good, and
then setting up the naval battle in such a way that it complements and adds some flavor to
the land battle, not the other way around.



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