Creator: mori3 || First Published: 04/12/2012 || Players: 2 || Size: 21x21
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| Comments: |
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mori3 (04/12/2012 10:35pm):
Nightmares Echo in My Head is a really good map. |
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Eligitine (04/13/2012 12:13pm):
This map seems really chokey, especially around the corner bases, and due to the terain and two airports per seide, I feel it might devolve into a mech/bcopter spam. |
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Mori2 (04/13/2012 03:04pm):
The areas to the left and right of the mid mountains are plenty open enough, and that's where a significant portion of the contested cities are. The towers areas are chokey so the single base has a chance to defend it, since otherwise the 2 bases it's fighting could easily manage an AA/Tank rush to the tower. As such, the fronts become slightly more open just past the towers, making it difficult to advance past the enemy line as a single base / airport setup. However, both the airports and the available lander and landing sites lend themselves to interesting paths to the two middle fronts alongside the mid mountains. In many areas, those fronts are as wide as 4-5 tiles, and with close proximity to the airports, and easy lander access for tanks, it would be hard to wall there. At the same time, the large number of roads, fairly long supply lines, and easy transfer between most fronts means that while there are areas where mechs and Bcopters will be useful, they lose their effectiveness in both the mid fronts and the HQ areas, since there are much faster and more cost efficient ways to get firepower there. Copters will be very solid on the side fronts early on, though. As I implied, it's modeled stylistically around Nightmares Echo in My Head, which I think is one of the better maps on the site, which also has long supply lines mitigated by roads, lots of 0 terrain next to 2 and 3 terrain, a large number of properties, and is generally chokey with the exception of where the most major instances of fighting occurs. Of course, I'll need to test this to see if your Mech/Bcopter thoughts are correct or not. |
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walkerboh01 (04/24/2012 05:04pm):
I really love what you did with the lander route for the weak base, that is so nice. You could probably afford to deforest a little bit in the center, just to open up slightly more movement options -- you have enough mountain and water tiles to keep it from turning into tank spam. Personally, I would like it if you shifted the lone bases over by one space -- the PC base one space west, for example. That makes it viable to skip capturing the near city to get the 2nd city in 2 days instead of 3. It makes the capture phase a little smoother and gives the lone base a slight jump on getting to those contested properties -- I find this to be a nice dynamic in 2v1 base setups. You might also consider adding a reef to prevent Sami and Drake from being able to get their transports to the base a turn early. Overall, I really like this map a ton. It's an 8/10 for me for now, but I can see A-Rank potential if it plays out well enough. |
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Mori2 (04/24/2012 09:58pm):
I'll certainly get on those edits after the test game, they seem sensible enough. |
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walkerboh01 (05/22/2012 05:54am):
=( |
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