Creator: Xmo5 || First Published: 01/08/2013 || Players: 4 || Size: 20x30
Categories: None
Rating: 9.50 in 2 ratings
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Comments:
Xmo5 (01/08/2013 04:46pm | Edited: 01/14/2013 05:35pm):
EDIT: CHANGES MADE: Some of this comment is outdated

Ok guys here's the deal: I totally made this map at work in almost zero time so please
please please check symmetry and gameplay issues. Also this is the first map I've made in
quite some time so that might be a contributing factor as well. Bottom line, there might
be a lot of problems so check my work!

So, the idea is that this is a team game (OS + YC) vs (BM + GE) and there are two main 1v1
battles, inside and outside. Each battle protects the HQ of the teammate so neither is
trivial and winning 1 front basically wins the match. The inside battle is meant to be low
funds, small map type battle that is more or less isolated from interference, at least at
the beginning. The outside battle is split into upper and lower halves, which are mirror
opposites. I attempted to skew it so that OS will most likely win on the bottom and BM
will most likely win on the top but that has yet to be proven obviously. I also made it so
that if the opposite team does start winning the outside battle(s), there are ways to gain
momentum and end the battle earlier (such as the lab, port, and tower positions) to avoid
an annoying battle in chokier terrain by the HQ. Long story short, its meant to be a race
to see which side wins first (OS on bottom or BM on top) while YC and GE have low funds
small scale battle in the middle that can decide the match just as easily.

Now, as you may notice, the inside is not completely isolated, there are mountain/sea
transport ways in and I suggest making Black Boats lab units and either banning Landers or
making them lab units as well (depending on how you want this to play out). Other ban/lab
units are up to your discretion and preference. Ports are shoal locked so that battleships
don't become a threat because they would vastly overpower the central battle. You can
build them, but its a waste of money because they can't move from the defensive type
position the port starts them in.

FTA counters I felt were necessary (despite ABBA turn order) due to the relative
independence of the two battles. I also placed them as so in case someone thought it would
be a good idea to mountain hop. (Not that it would be fast going)

I'd recommend banning the Broken 5 along with Sturm (for the mountains), Sami (for the
central battle/proximity of HQs), Javier (for those of you who don't like towers), damage
CO's if you dont like them, and maybe Rachel because her SCOP would probably hit in the
middle and give too big of an advantage.

Thats about it, let me know what you think. Please comment, critique, and rave! Er, I mean
rate! Feel free to rave about it too though, I wouldn't mind that ;)
blozzee (01/08/2013 05:50pm):
I think the game will end before everything start taking its place. Sami would get instant
win in the center by only using her co power.
Xmo5 (01/08/2013 06:03pm):
Hmmm I see what you're saying. Maybe I should expand the middle section some and slide the
bases back? Anything you think I could do to fix that? I didn't really want to if I could
avoid it, but there's always the option to connect the fronts via the center and
reorganize the properties to make YC and GE bigger players. (and yeah, thats why I
suggesting banning her lol)
blozzee (01/09/2013 01:50am | Edited: 01/09/2013 01:52am):
Not only Sami has issue when against her. CO like Jake and Koal are also a problem.
Xmo5 (01/09/2013 10:59am):
So do you think I could just make the center section bigger? Or would I have to connect
the fronts to fix it?
blozzee (01/10/2013 11:36am | Edited: 01/10/2013 11:44am):
I would prefer you replace the bases further back in the line where the shoal and the hq
are. Put the bases together instead. Also the city placement at the center need to be
rearrange too. If you want to expand some more spaces for land out of those sea tile, yea
I would recommend that as well.
Xmo5 (01/10/2013 10:24pm):
Changes made. What do you think? Does this help?
Madd Maxx (01/14/2013 06:07pm):
I disagree wityh all blozzee comments. To his defense he probably made them before you
made changes.

First of all Koal is never a broken CO. I always laugh when people think he has a huge
advantage or something.

Secondly, I would never change a map because a CO is broken on it. Rather, the CO should
be banned. Fuk, I hate it when people rate maps low bc they think a CO has too much of an
advantage. There is a reason we have the option to ban. Plus if we made allour maps so no
CO has an advantage we wouldnt have much variety.

Thirdly, I like the look. I like the concept (I like conceptual maps).

My problems with the map: I'dlike to see yellow and green more involved. I think their turns
will be too short and not very fun. Only 2 factories, no seaports,, no airports. Some
suggestions. Put the seaports on the inside part instead of outside part. This would allow
him to capture another factory and make the water more useful. As is, I think the water kind
of has no real point. Also, I know you wantthe inside and outside tonot effect each other but I
find maps that are only land units to not be so fun. Why not make the factories in the bottom
left corner and top right corners airports? They are so far away from the center they shouldnt
effect it much. Also, I'd take all the roads from the inside so units move slower... kind of give
more distance between them. As is I give it 9/10 because of effort, look, concept. 10/10 if
there is a sea or air battle added.
Madd Maxx (01/14/2013 06:10pm):
Id like yellow and green to have more funds too. Maybe have them start with 1 or 2 infantry
on top and bottom? Or give them couple cities to begin with on top or bottom (but this could
give fta problems).
Xmo5 (01/14/2013 07:24pm):
See here's my dilemma. If I put the port on the other side, the bigger team can't send reinforcements (too many
powerful units kills it though, which is why I suggest banning landers) Similarly, if I add an airport, stronger units can
make it in much easier. If I give yellow and green too many funds, they can get big units like rockets that will make
the central battle almost impossible to play out slowly (or normally). If I made this same idea of a map, but much
larger, those ideas would work much better, I think, and maybe thats what I have to do. Even from the far corners,
its only 3 turns for a bcopter to make it into the middle. What if I added the airports near the outside corners like you
said, repositioned the base, and then ban bombers, stealth, and black bombs? Fighters would be ok, but there
wouldn't be too much use for them since they're so expensive.

Also, I kind of like the idea of yellow and green having a way "off the island" to get a base elsewhere, but I can't
think of a way to do it without letting them have so much funding you get problems with the central battle. I think I
might remake this map only much bigger so I don't have problems with the scale. Then I could even add some sea
around the borders, or at least in the right spots to make naval warfare possible. That actually sounds really good to
me.
Madd Maxx (01/15/2013 12:29am):
1. Something I just noticed. Blue and orange can create rockets and have them in poistion
within two turns firing distance of the inside factories. And basically impossible to get to the
rockets because they are so close to their factories for support plus without airports and
seaports almost impossible to get to them.

2. I really like the moutains in the middle. I think it would be cool if the guys inthe middle are
trying to cross the mountains to get somewhere.

3. make the islands bigger and add more cities to the middle. i would stretch the island on
the nw and se corners.wherethe seaports are now, is where you could have the rivers. that
land isnt really needed bc thats where reinforcemments come from. probably no battling
there, so why not take mthaat away tommake bigger middle....

4. i really dont like middle guy only gettig 4000 per turn....ill make more comments later.
must play couterstrike before sun gets in here. lol
Xmo5 (01/15/2013 09:46am):
1. Yeah, my original design specifically protected against that but in expanding the
middle battlefront I had no choice but to open up that possibility or leave the bases far
from the HQs.

3. I want to, and I think I'm just going to remake the map bigger so thats easier

4. The middle guys should make 6k if all central properties are captured and split evenly.
Too much more than that is enough to bump up to tank spamming, but on a scale that small I
wanted a more strategic variety. Artillery are workable on 1 turn, but tanks you would
have to save for. AA is even harder to get, and above that you probably can't afford.
systericon (04/01/2014 05:44pm):
well done, mate, well done
10/10
love it
Xmo5 (07/09/2014 02:37pm):
Thanks :)



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