Creator: mori11 || First Published: 12/01/2012 || Players: 2 || Size: 22x16









































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Comments: |
Mori2 (12/01/2012 06:15pm | Edited: 12/01/2012 06:15pm):
Messing around with some cool lander stuff. Otherwise, a pretty straightforward map. Control of the access points throughout the middle of the map will net you a victory. Changelog: |
Daehphone (12/04/2012 06:16am):
I can't tell you how many times I tried to do a map like this a failed. Good Work. |
MC Hammer (01/12/2015 09:26pm):
Reminds me of Puddle Death done right. Awesome map. |
walkerboh01 (01/22/2015 01:40am):
I really, really love how you executed the concept of this map, it's honestly one of the best maps I can remember seeing. That being said, I think there is STA. I'm not entirely sure because it's very subtle, but it has to do with the fact that the lead base can supply units to both fronts equally well. In this case the lead base is the southern PL / northern BM base, and the secondary base is the other preowned base. You correctly positioned the neutral base to allow P1 to capture it from either base (although it is a little bit of a trap because it's not obvious which base is best, I don't think that's a problem - even looking at it now, it's not totally clear to me). Normally the starting bases each predominantly supply one front, and since each player gets the first turn from each base, they have the lead on one front. But in this case both starting bases can supply both fronts; however, they cannot supply both fronts equally well. Units from the lead base can get to the secondary front (via the lander towards the tower) as easily as units from the secondary base, but units from the secondary base cannot get to the primary front as easily as from the lead base (limited by the lander's position). I believe this gives slight but non-negligible STA, as P2 can gain a positioning advantage on both fronts. Anyways, there are two ways you can fix this (if it's a problem, I'm still not entirely sure): 1) Make it so it is easier for the secondary base to move units using the lander than the primary base (e.g.: add mountains between the bases to force units from the primary base to need two turns to load). 2) Shift the position of the secondary base so that sending units around the other side of the lake without using the lander is just as viable as sending units via land from the primary base to the other front. This means moving the secondary base to where the nearest neutral city is, or perhaps one space further. I like this option less because it changes a lot of other things on the map that IMO are already perfect. Sorry for the wall of text, but I really like this map and want it to be perfect. I think Option 1 is a good fix that won't hurt the cool things the map does while fixing a potential issue. I would not change a single other thing about the map. |
walkerboh01 (01/22/2015 01:41am):
Also, I moved this to S-Rank to reflect the above comment, and 9'd it. I might adjust that up to a 10 after seeing more games or playing a couple myself. |
BurningStarFour (08/14/2018 11:21am):
Playing on this one now - I'm not really seeing much value to using the lander after the initial capture push. Most of my units are able to reach better positions by just driving there. I would say maybe beef up the terrain a bit near the production facilities to entice us to use the lander, or extend the length of the lake to give the added distance as a benefit to landering. |
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