Creator: zaaps1 || First Published: 04/02/2012 || Players: 2 || Size: 20x20



















































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Comments: |
zaaps1 (04/02/2012 09:28pm | Edited: 04/02/2012 09:30pm):
The lights dim one night in the Dark City of Pandemonium, a city darkened only by the waters of the Styx itself. It's a city of conflict and warfare, and tonight in the district of Avarice, the site of the city's main power generators, conflict has found its way into the heart of Pandemonium itself. City officials reported that a resistance group, known by the name of "Macabre", was able to seize control of half of the power grid in Avarice. When asked the current situation, officials replied that "Macabre still holds one control point in Avarice and the status of two additional control points are still in question. An elite division of the military has been dispatched to oust the rebels. Reestablishing control over the district of Avarice is the administrations' top priority right now." Citizens in Avarice are holding their breath as gunfire and cannon explodes break loose on the streets. "I don't understand why the rebels attacked so suddenly or what they are after," commented one resident of the district, "but we all pray that the fighting ends soon and order can be restored." A tall order, for sure. With so little information being leaked out about the rebel group, that is all the citizens of Pandemonium have right now: hope. |
zaaps1 (04/02/2012 09:28pm | Edited: 04/02/2012 09:33pm):
Another semi-experimental map. Forcing lab play requires players to adopt three separate play-styles to win, each on its own front. In the corner with the player's neutral lab, a defensive style must be adopted to retain control over the lab. In the corner with the opposite player's neutral lab, an offensive style must be adopted to seize control of the lab. In the middle area, a fine balance must be achieved, given the short distance between the labs. Also introducing a line of maps (hopefully) that all follow a plotline. Should make the maps more interesting and fun. |
walkerboh01 (04/02/2012 10:16pm):
Pretty good map. Only potential problem I see is that the base with the FTA infantry is responsible for the neutral base, airport, and most of the cities. That could lead to some noticeable STA. |
zaaps1 (04/03/2012 07:08am):
Hmm, well the base and airport are there to play on the offensive nature of that front, but I guess you're right about the cities. Will shift the cities over to the other front to encourage even more defensive play there when I get the chance later today, thank you! |
blozzee (04/07/2012 10:44am | Edited: 04/07/2012 10:46am):
I think the center terrain are a little bit too heavy which made AA really sad to move in the middle for countering bcopters. Removing 2 forests tiles in the center map would help a bit for AA to catch bcopters imo. >.> Either way, replace 2 forests tiles with silo tile instead. |
walkerboh01 (04/24/2012 05:12pm | Edited: 04/24/2012 05:12pm):
"Will shift the cities over to the other front to encourage even more defensive play there when I get the chance later today, thank you! " Correct me if I'm wrong, but this still hasn't been done, right? One thing that I'll say about the copters is that it's possible to switch fronts, but you can't really force 2 AAs. At worst, you can force your opponent to go AA --> copter, which then forces you to build an AA in response anyways. I don't know if it's a problem, it's something that only testing can tell. I do kind of wish the bases were all moved a little farther away from each other too, to open up the map a bit. 7/10, by the way. PM me if you make some changes. =) |
ViridisViperz (10/30/2023 02:55am):
Needs ports for late-game ferrying and closing. I recommend dropping a port right on that spot of beach that connects the two tiles of deep water. It would would be perfect. *chef's kiss* |
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