| Categories: B-Rank, Base Light, Standard | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
mori4 (04/15/2012 10:23am | Edited: 04/15/2012 11:50am):
Fairly uninspired, will finish at some point. Probably a good map for AWBW beginners. |
|
walkerboh01 (04/15/2012 03:52pm):
Man, I have nothing left to say on your maps. No obvious mistakes, very nicely terrained, should play well... Might as well just c/p that onto every map comment. xD |
|
Mori2 (04/15/2012 05:34pm):
Oh you. |
|
walkerboh01 (04/24/2012 05:19pm):
Well what I really meant to say was "it takes a much more in-depth look for me to give you any criticisms, and who has time for that?". Today, the answer is me. As far as this map is concerned, I think you're going to see a no-man's land develop on the wings, with the center heavily contested. It's going to be really hard to advance towards the HQ area though, and the opponent has no reason to move off there -- could be kinda stalematish if not for those central cities. Might also be nice to add a bridge to the river near the airport, more for aesthetics and smoothness of the capture phase than anything. |
|
Mori2 (04/24/2012 09:58pm):
Yeah, I thought that as a map designed for beginners at AWBW (Which is an odd concept, I know), I would mix the stalemates of the side fronts with the crazy rushes of the center front, hence those mid cities. I'll get on those edits soon enough though, I have work for 2 more hours, I'll likely be able to manage that before I head out tonight. |
|
mori4 (04/24/2012 10:11pm):
Added the bridge. Oh right, also, the HQs are so easy to defend because beginners are usually not all that great at defending their HQs. I wanted to put emphasis on useful terrain for defense and for offense in obvious ways, but maybe I went a little overboard with that. Will test for problems I guess. |
|
Mori2 (05/02/2012 11:56am | Edited: 05/02/2012 12:00pm):
It's playable. From tests, as with most maps with forward towers, going for both is generally a losing strategy, and the tower on top of your HQ is what you should try to secure, especially with all that defensive terrain. The nice thing is that since the center is so contested, the wings have the potential for some HQ threats, which is just nice in the mid game to keep the middle from getting boring. I'd say an 8, but it might get moved down to a 7 if it gets boring over time. Moving to G2P if that's alright. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites