Creator: carriontrooper || First Published: 05/02/2012 || Players: 4 || Size: 30x30
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| Comments: |
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Shadow Star (05/02/2012 01:22pm):
Giving each country 7 com towers is not the way to make a map play well. Combat is going to take a long time to initiate simply because of how far away everyone is and how much time will be spent capturing property. Each country starts with 1 base, you have major fta. OS will be faster than both of his neighbors, which means BM can only be faster than GE. and poor YC will always be last with no compensation. you have 6 bases, 2 ports, and 2 airports per country, this is not inherantly bad. however, as sea units are not going to be fighting each other aside from battleships, and the sea vs air with carriers and cruisers, I question the logistics of them besides neutralizing the horrendous chokepoints. Now, you have a central island with 4 com towers, and 4 labs. this central island produces 0 funds. 40% extra attack, and 1 country that will own all four of the labs to ensure that no one else can make use of any of the lab units. (in this case OS due to fta) All of your property is clumped. literally all of the forests and mountains serve no beneficial purposes to the map. they aren't placed strategically, they have little purposes for fog of war, and they too, much like the property, are clumped. All I can say to tell you your map is good, is that you did away with those bridge chokepoints by allowing people to make landers without needing to worry about subs. I'd like to tell you that you've done something else right with this map, but, I'm not seeing it. |
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carriontrooper (05/02/2012 09:27pm | Edited: 05/02/2012 09:28pm):
Changed it so it's a bit more interesting. Needs to be playtested to be sure, though. |
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Shadow Star (05/02/2012 11:19pm):
Looks like all you did was move the HQ's to the middle instead of the Labs, and instead of where the HQ's were you've put in Silos. That doesn't fixthe other problems/ |
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carriontrooper (05/03/2012 11:40pm):
I also added more bridges too, ya know. I'm thinking to eliminate the water completely, along with the ports... |
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Shadow Star (05/03/2012 11:43pm):
The problem is more the massive clumping of property, lack of an fta counter, high property count, too many com towers, and with the moving of all of the HQ's to the middle. you've turned the entire game into "Get to the middle first that is the only way to win." |
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Shadow Star (05/03/2012 11:51pm):
So... you know, everything you didn't change. |
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carriontrooper (05/04/2012 04:57am):
clumping of property is the idea in this one, sadly, and I have no idea of this fta thingy. Lemme see if I can fix the com towers and stuff. |
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walkerboh01 (05/04/2012 05:39am):
Trust me, this map is beyond fixing. Clumping of properties like this is ALWAYS bad, the chokepoints are godawful, and in general the concept of the map probably isn't going to work. I'd suggest starting with something smaller and simpler, and looking at some maps in the Team Play or FFA map categories for ideas. |
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Shadow Star (05/04/2012 02:18pm):
Okay new changes. there's STA. (not really STA, more like, second half turn advantage) You still have the problem that everyone has too much funds to start with to balance properly, and not enough bases to create a good balanced start. Now the battle has changed slightly again. it is now "Get a battlecopter and a t-copter with an infantry to the middle first) You're still dealing with units that will be on average +20% attack power. and with chokepoints like you have now, (the chokepoints are much much worse than your first attempt at this map) nothing is going to happen. Everyone is going to have too many funds, too many production facilities, and nowhere to put those units. Just, don't clump property next time, cut back on the starting property to about 2 bases and 1 HQ. and give the second half of the players 1 infantry on one of their bases. (I should also point out that it balances better if OS and BM are opposite each other as well, though, on this map it doesn't make a huge difference) |
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