Creator: zaaps1 || First Published: 04/05/2012 || Players: 2 || Size: 25x25
| Categories: B-Rank, Base Light, Standard, Teleport Tile | ||
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| Comments: |
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zaaps1 (04/05/2012 12:47pm | Edited: 04/05/2012 01:45pm):
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. A rebel extremist group, known as Macabre, has seized control over a good portion of the Avarice power facility. Macabre forces finally retreat from their outposts amongst the generators of Avarice after a long and hard-fought battle, but not before dealing serious damage to the city's infrastructure. It seems the purpose of their attack was to take out the city's defensive capabilities. Since the rebels did not succeed in completely controlling Avarice, much of the defenses are intact and remain operational. However, workers in the loading dock of Gluttony have reported inoperational devices. Rebel tampering with the Avarice power plants seem to have disabled the electric grid around the port, and as a result gunfire breaks loose as workers report rebel battleships bombarding the walls surrounding the port. Most recent reports indicate that the walls have been broken around Gluttony and Macabre as established an outpost just off the shores of the harbor. Rebel landers have been spotted making their way toward the shoreline, likely carrying troops that will fight their way into the heart of the port facility and take control over it, allowing a greater flood of troops to follow consequently, leading to a full scale invasion of Pandemonium. The military has set up a base on the opposite side of the port and is prepared to defense Gluttony at all costs. The rebels cannot penetrate into the port. To let them do so would be to open a door into the heart of Pandemonium. |
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zaaps1 (04/05/2012 01:05pm | Edited: 04/05/2012 07:26pm):
Map #2 of the Pandemonium series. I'll hoping to try a new, unique style of map for each one. This map focuses on the concept of deployment, as well as employing a few other gimmicks. First off, the main island has no factories and only a lone airport that is easily missile-locked. However, friendly landers have the ability to deploy troops anywhere along the coastline. Secondly, the dividing pipelines have a weak point that can be broken through. Breaking your own, and your opponent's, seam has advantages and disadvantages. Although it allows the use of air units in a more aggressive fashion, it also allows the enemy a more direct route to your HQ. Finally, the heavy city center of the map allows for very dynamic and constantly changing gameplay. I'm considering adding a port to the island with the bases for two reasons: 1) refueling as well as building new landers at the player's discretion, 2) allow the use of carriers and battleships which can be used either offensively or defensively depending on where they are deployed. I've given them a new useful places to hide in reefs. Thoughts on this? EDIT: Done |
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Headphone (04/06/2012 02:48pm):
tl;dr cool map. |
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walkerboh01 (04/06/2012 06:31pm):
Agreed, this is really nice. The gimmick for deploying troops anywhere along their coast is especially cool. |
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zaaps1 (04/06/2012 06:32pm):
Headphone (04/06/2012 01:48pm): tl;dr cool map. QFT if i do say so myself |
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walkerboh01 (04/24/2012 05:14pm):
Only concern is that the map may turn into tank spam. I think this map will favor the mobility of tanks, especially since units can be deployed just about anywhere. It might not hold true in games, but it's still a concern. 8/10 though, cuz the concept is nice. |
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Mori2 (04/30/2012 03:40am):
Tank spam seems to be pretty common simply because it's much more viable than setting up arty walls on these types of maps. Tanks can just take advantage of the movement options much more easily than indirects. Arty might see some use around the mountains, I suppose, but it's hard to push beyond them if you're holding there without a significant tank presence anyways. On a map I made recently with a similar design, artillery hit the field eventually, but it was after the winner had mostly been decided. Not that excessive tanks are inherently bad either, but it could be a problem, as Walker pointed out. Very cool map regardless. |
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Veritech (11/21/2013 04:15pm):
Tank spam? Don't you mean Sensei spam? |
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