Creator: Kataiser || First Published: 05/18/2012 || Players: 2 || Size: 19x23
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| Comments: |
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Kataiser (05/18/2012 10:43am | Edited: 05/18/2012 02:32pm):
Note: The answer is that you don't. Playing with that symmetry type that I'm not very good at. I think it looks neat, but it might be too roady. HAH. 8 Labs. Thought about 6 instead, but that made the middle seem like a void to me. And a lot of terraining is bothering me and entirely subject to change radically at a whim. Edit: Terrain changes, mostly in the NW/SE corners and middle. Moved several properties slightly. Added more bases. Still debating how to arrange some terrain and debating a way to reach the mid labs from the top and bottom. I also seriously considered putting the towers in the very middle, two squares apart. That'd be funny, but sounds like a bad idea to me. :D |
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walkerboh01 (05/18/2012 01:13pm):
I think you can probably do with a 3rd base, if only because this map is going to end up very devoid of infantry in the mid-game as it is now. And what fun is AW if you can't needlessly sacrifice lots of little soldiers! Also, you should consider shifting the bases slightly so that the top/bottom fronts don't end up centered around that little choky area. Try to shift it so they're centered around a more open area, or at least one with 2-3 points of access instead of just one. Finally, if you're putting multiple labs in, try to put all of them in places where they aren't perfectly safe. Since you have to get all of the labs to win, having even just one in a protected position kind of destroys the purpose of having all the other labs, you know? I'm looking at the ones in the top-right and bottom-left corners. Not finally, I lied. Add some forests in the center. You say "roady", I just say "open". And a pair of properties somewhere in the center of that middle mountain range could be nice too. |
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Kataiser (05/18/2012 02:29pm):
Well, uh... changed stuff. Some things look better, but there are a few problems that I can't immediately think of a solution for. I'll get back to that later. |
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Airbo (05/19/2012 04:07am):
Im just too concerned on how those two central cities are so contested. I dont like how this map starts with 2K, itīs probably a low starting income but it could be ignoring because the map doesnt has that many properties, so the capture and build phase wont be that messed up. Adding an extra pre-owned city to make it a 3K starting income would be the most accurate answer, but it would also make the neutral bases recons rushable, so its up to you wheter to set a 3K starting income and fix the base positioning (or the terrain) or just keep it like it is. Also a city or two near the mountain ranges at the corners would be nice so it doenst look that plain. The com towers could sit there and you could instead put a city on their currrent location. |
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likegel (12/14/2022 10:58am | Edited: 12/14/2022 11:00am):
I was completely caught in the trap of the map author If you want to let koal play, why do you set up a forest? In a word, 110/100 troops attack 100/70 troops in cities, which can be considered as an advantage. However, most cities on this map have roads on only one side. I suggest changing the name to Eagle Practice Map. The army is easily destroyed by the air force without terrain protection. |
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Valior (06/30/2023 07:22pm | Edited: 06/30/2023 07:24pm):
no contested propreties, and baselight, you also can't win by hq cap, prepare to suffer |
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