Creator: zaaps1 || First Published: 04/09/2012 || Players: 2 || Size: 20x20











































Categories: B-Rank, Standard, Teleport Tile | ||
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Comments: |
zaaps1 (04/09/2012 02:24pm):
Macabre troops break through the port facility of Gluttony and rush into the outer districts of the dark city of Pandemonium. The fighting takes to the streets of the ghetto of Acedia, home to the city's enumerable poor who have all but been forgotten by the higher echelons of society. These are the wretched citizens of Pandemonium who have not shared in the splendor and riches the city's conquests have brought. But that does not mean they are incapable of action. In the chaos of the rebel attack, many of the citizens flee the city or even greater, they deflect to the rebel side. The attack gains momentum in Acedia as more and more soldiers fill the ranks of the Macabre army. The armies match mights in Acedia, filled with dark alleyways and a maze of narrow streets. It's not hard to get lost in the complex labyrinth of the ghetto, but the armies of both sides fight on into the night. |
zaaps1 (04/09/2012 02:30pm):
Map 3 of the Pandemonium series. This map features the use of a 1-way alleyway for each player. It can be used as a flanking maneuver and, given the shielded nature of the HQs, maybe be necessary to make the break required to capture the enemy HQ. Careful, though, as any units sent down the shortcut are unable to return, which makes it a prime target for traps, especially in Fog. Don't play too frugally, however, as if the enemy makes enough advances at the other side, he can block off the alleyway entirely, eliminating your ability to use it and giving your opponent a large mobility advantage. At first I designed the endpoints of the alleyways to be choky but featured a friendly sub blocking the chokepoint, giving the player permanent access to the alley but also making it harder to use. I decided against it however and the current version is what I have decided on. Also I was unable to feature airports in the map as it would ruin the concept of a 1-way-only shortcut. Finally I toyed with putting a neutral, ghosted port where the shoal w/lander is in the alleyway itself, as a means to refuel the lander. However this would not only delay use of the alleyway for 1 turn in the beginning, but would also require not using the alleyway sometime mid-game to capture the port. I decided it would be better just to require players to use an APC to refuel the lander at some point in the game. |
hetchel (04/09/2012 09:48pm):
Here, HQs are so safe, they are like pre-owned cities. |
walkerboh01 (04/10/2012 01:50am):
I really like what you're doing with black tiles. I think a mountain or two might be warranted in the NE and SW corners though, to give the transported units a fighting shot at making a solid defense. Nice map all around. |
zaaps1 (04/10/2012 08:02am):
I suppose a mountain or two wouldn't hurt, I'm just afraid of making it too choky but you do have a point, I'll make the edit. Hetchel, what do you mean? Thanks for the comments guys! |
zaaps1 (04/10/2012 07:22pm):
Added those mountains |
walkerboh01 (04/24/2012 05:25pm):
I think he's suggesting that you put the HQs in a more exposed position. Putting it right on the other side of the mountain chain would probably be a little better, though it's not a huge problem where they are now. I like that you added the mountains, but I want you to reposition them slightly. I'll be talking about the bottom-left corner for the purposes of location. The mountains are a little too close to the tiles -- the idea of the mountains is to give the transported units a chance at protecting their cities near there. To that effect, I'd move the upper of the two mountains two spaces right, directly below the forest. This gives a nice point around which the front can build up. The second mountain isn't really needed for anything but aesthetic purposes really. This is a 7/10 as it is now. I do like it though. |
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