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Comments: |
walkerboh01 (05/16/2012 04:06pm):
This looks really cool, good job! |
Mori2 (05/16/2012 05:39pm):
Yup. Nothing particularly special, but I'm trying to use less heavy terrain in general while still keeping maps interesting. I'm not a big fan of the trend in maps recently where Max-oriented offensive strategies can win games, but I think that low-terrain maps can still be designed around a nice balance of tank and arty play. Granted, High Funds can be pretty direct heavy anyways, and this map will certainly be no exception, but you get what I'm trying to say. |
walkerboh01 (05/16/2012 08:22pm):
You more or less just explained my entire mapping philosophy, so yes, I get what you're trying to say. Although I would say it's more about balancing where to use light and heavy terrain more than doing one or the other. |
Mori2 (05/16/2012 09:35pm):
Right, but I mean low-terrain in comparison to my old maps, which were overall very terrain heavy. Even a bunch of recent ones like Double are just covered in it, and while each map I've made is usually like that on purpose and for good reasons on a case to case basis, I think it's something I can still improve on. |
walkerboh01 (05/17/2012 04:50am):
Definitely, I agree that it's the biggest "flaw" (if you can even call it that) in your maps. I'm just saying don't go overboard the other way, because tank spam maps are just as bad as over- terrained maps. This map is pretty well done with respect to balance of light and heavy terrain areas, mostly due to the general chokiness of the fronts. |
Hellraider (05/23/2012 04:18pm | Edited: 05/23/2012 04:20pm):
I want to point out that the third neutral base (4N of GS lab) is disruptable by recon even from the neutral base 4E 1S of the AB lab, which is huge FTA. Edit: And GS goes first anyways so AB should have the FTA counter. |
mori5 (05/25/2012 04:04am | Edited: 05/25/2012 10:03pm):
Yup, will get on fixing that. Man do I miss a lot sometimes. There we go. Changed it again. |
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