| Categories: B-Rank, Base Light, Standard | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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mori4 (04/15/2012 09:58am):
Modeled after Airob's style of mapping. |
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walkerboh01 (04/15/2012 04:16pm):
Oh shit rob, he just did your style better than you do it! You've been replaced! =O |
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Headphone (04/15/2012 04:50pm):
be careful walker, mori might start making better maps in your style. |
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Mori2 (04/15/2012 04:59pm | Edited: 04/15/2012 05:03pm):
Oh I'm not there yet. Some of the maps on this site just blow my mind, including a lot of maps by you guys. But I've definitely improved since my hilarious first account maps. |
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airob (04/15/2012 06:10pm):
Doesnt matter, im still a better map maker than you walker ;D |
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Headphone (04/16/2012 02:37am):
You're better at making cool maps, but walker is better at fine tuning balance. |
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Mori2 (04/23/2012 11:01am | Edited: 04/23/2012 11:02am):
Wait, so no one noticed that I forgot the FTA here? Fixed. |
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Mori2 (05/22/2012 06:30pm):
8 or 9. Will rate an 8 for now, but it could go either way, really. Terrain is cool, there's a very natural progression of unit builds that's encouraged by the base placement and terrain. Supply lines are as long as they need to be. Towers aren't contested but are under enough threat of attack that you need to budget your forces with the towers in mind. Decent combo of chokey and open ground at the fronts. My only problem with it, if it can be called a problem, is that most games don't seem to reach a stage where copters are viable, simply because they games end before that stage is reached. However, I'd argue that if walls do form, copters would be a decent way to break stalemates, which so far haven't really happened. Another potential problem is that tower handoffs can cause imbalances, but I need to see more games before I comment on that one. It doesn't seem to be an issue as of yet. |
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