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| Comments: |
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Headphone (05/09/2012 05:07pm):
The outer factories seem to be pretty contested, and some balance issues may arise from the central factories being a tank's turn away. |
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walkerboh01 (05/10/2012 06:41am):
Yeah, move the preowned bases out towards the edges of the map, and move the neutral bases a little closer to the preowned bases. Then this map is at least playable. |
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Headphone (05/11/2012 07:29pm):
Looking at your test game, it confirms what I said about the outer factories, but the central factories might be fine, if not the best part of the map. All it takes is 1 unit on the city to protect inner factory. I would recommend opening up the sides to encourage fighting there. This map has a lot of potential. Don't forget to move the outer factory back though. |
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theether (05/26/2012 05:00pm):
Ok, I tried to follow your advice |
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walkerboh01 (07/25/2012 03:55pm):
The central bases are too close together. Bases need to be far enough apart so that units built on one player's base can't attack the other person's base in one turn. And it's usually better to put them at least two turns apart so that the first tank built doesn't really inhibit the other player's positioning options. I would move all of the bases back towards the corners. This is a 6/10 for me right now, and I'm decategorizing it. If you make fixes, please use this thread - http://www.amarriner.com/awbw_forum/viewtopic.php?f=33&t=13916 - to have your map looked at again. |
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Ignorance (01/25/2013 06:07pm):
I personally like the map and how close the HQ's and bases are, bit chokey on the fronts, but nothing too bad and the fight in the middle will make up for that. Though, as walkerboh said, the outer factories would be better a little further out, and possible the factory touching the HQ could be moved back a bit too. I like the map though, so 8/10. |
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Nyvelion (04/21/2014 11:08am):
I would suggest ignoring many of the generic suggestions above that would make this another cookie-cutter clone map of every other map. |
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