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Comments: |
walkerboh01 (07/12/2012 02:02pm):
I really, really like this map. The city/mountain placement on the sides is perfect. |
Mori2 (07/13/2012 08:42am):
It's something I've been meaning to write up on for a while now. There's some simple math that I do for the placement of properties that pretty much guarantees a setup like this. |
walkerboh01 (07/13/2012 03:24pm):
Interesting, I'd be curious to know what math you use. |
Mori2 (07/13/2012 04:57pm | Edited: 07/13/2012 04:57pm):
It really belongs in like, a greater Advanced Mapping tutorial, but it's really just working out terrain/property so that you tend to keep cities 4 to 5 spaces away from each other unless it benefits game play in some way, and then use wavy roads along areas that would be easy to defend otherwise. Mountains cut up the map into 1 to 3 tile wide lanes, with the chokey areas generally being closer to where the fronts connect to each other, and the wider areas towards the center of the fronts. Offset areas where cities would be easy to defend with forests and empty silos. Use shoals and roads to keep terrain fairly low, keep forests away from slowing down tanks unless it causes interest strategic decisions. Only use 1 horizontal/vertical 1 tile chokepoints at front switches, use 1 (or maybe 2) diagonal 1 tile chokepoints per front. The 1 weak base should have the capacity to fall back to two small routes, maybe 2 tiles wide each with mountains/pipes/rivers that divide them (picked based on which one makes the most sense to defend with without being impossible to break through, unless you're designing it around a base switch, in which case you can go with which is the least easy to defend with). However, falling back that far generally pushes the weak base beyond being easily supported by the chokey front switches from the strong bases. It's really just basic rules, and those are just a few of them, but most of my maps started to follow them pretty naturally as time went on. I should really write all of them up into a nice, neat format for mappers at some point. |
DuelStriker (09/01/2012 10:56pm):
Love the look of this, agreed with Walker |
walkerboh01 (02/18/2015 01:02am):
This map is so good. The diagonal mountains bordering a city is freaking genius. The capture phase is awesome, the front-switching is perfect. I'm giving this map a 10/10 and strongly recommending for a shift in the League. |
halalas (12/08/2016 03:46am):
1234 |
walkerboh01 (09/13/2021 04:13pm):
This map is in the Hall of Fame as one of the most influential standard competitive maps of its era (approx. 2013 - 2017). |
evmaster1 (01/20/2023 09:07am):
What is the black boat on the mountain supposed to do? Reminds me of Typhoon Lagoon. |
ViridisViperz (04/17/2024 10:00am):
That's just lake humor |
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