Creator: mori4 || First Published: 04/16/2012 || Players: 2 || Size: 21x17
Categories: B-Rank, Live Play, Standard
Rating: 8.00 in 1 rating
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Comments:
mori4 (04/16/2012 10:15pm):
Time to make weird maps. There's plenty of solid maps on mori3.
DuelStriker (04/17/2012 01:41am):
YES. More weird maps plz
walkerboh01 (04/18/2012 02:00am):
Mori's Map Monopoly -- I see it now.
Mori2 (04/18/2012 08:25am):
It eventually happens in almost any game I've played with a map maker, it just takes me a while to
get used to a new engine and style of gameplay each time. I just love contributing to these kinds
of communities, as well as being able to design maps on the fly for as many types of games as
possible.
walkerboh01 (04/25/2012 01:51am):
Well you do a great job, so I for one welcome you to make as many maps as you want. =)

One thing I like about this map is the position of the neutral base. Even though it's kind of far
back, it's evenly split between the two preowned bases distance-wise, and still presents a
useful option for routes for vehicles.

One complaint I have is that the properties are distributed so that it will take a while to get
funding, which lengthens the capture phase. I think you also have a little overkill on the heavy
terrain (mountains and rivers mostly), which makes stalemates more likely.

7/10 here.
mori4 (04/25/2012 02:16am | Edited: 04/28/2012 11:34am):
I'll edit it to be a bit more interesting in two days, when GuitarGuy is booted for
inactivity.

Two mountains removed, a lot of the forests that blocked supply lines removed.
mori4 (05/07/2012 02:39am):
Forests reduced, river path added for AA tracking.
walkerboh01 (05/22/2012 06:08am):
This seems like a pretty damn solid map. For the record though, I don't think the heavily-
terrained center works as well in larger maps. On a map like Atlas it works because the
supply times are relatively short, meaning it's necessary to disrupt the movement of units to
pace reinforcements properly. On a map like this, it takes longer for units to get into useful
positioning, and so the forests just make it harder to shift units into a place where an attack
can be made. Essentially it slows down games and makes the odds of a successful attack
lower.

So long story short I would make it so that mobility through the center is a little easier, either
by shifting the forests slightly outward or by reducing the number of mountains. However, I
think this map is probably an 8/10 with those changes made, so the rating has been upped.
mori4 (05/25/2012 04:37am):
Edited stuff.



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