Creator: zaaps1 || First Published: 04/09/2012 || Players: 2 || Size: 20x20
Categories: B-Rank, Standard, Teleport Tile
Rating: 7.00 in 1 rating
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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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