Creator: Xmo5 || First Published: 01/17/2013 || Players: 4 || Size: 30x40




































































































































Categories: None | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
Xmo5 (01/17/2013 10:11am):
This map is based off the concept of my map Humiliations Galore (below) I had problems with the original because the central battle was too small, so I remade a larger, more exciting version that will hopefully have fewer problems :) http://awbw.amarriner.com/prevmaps.php?maps_id=60079 The idea is for this to be a 2v2 team battle OS/YC vs BM/GE but the battles are only loosely connected. As a result, despite the ABBA turn order, I've included FTA counters. The OS/BM FTA counter is a little lopsided, but then again, the outside battle is designed to be lopsided. The inside battle is delayed somewhat as this battle may not take as long, but the positioning assures that one GE infantry can get to a base in 3 turns while the rest all take 2 turns. This is also true regardless of weather but assumes the players are smart. Different from the old map I've integrated air and naval warfare which leaves potential for air units in the middle. That is also why I've elected to prevent too much interference in the center by locking the interior ports with shoals and rivers so only infantry and air units can get in. This design still leaves the possibility for landers/other naval units to be used effectively in the exterior naval battle. Also, on the off chance that the weaker team on the outside battle begins to win (OS on the top, BM on the bottom), there are fail-safes to prevent the battle from dragging on through the tight terrain by the HQ. The lab and tower should be enough to really swing the battle in favor of the weaker team on both fronts. Lab units: Pick something interesting, like recons to prevent recon rush or rockets to make the chokepoint easier to handle after they lose the lab etc Bans: Broken 5 along with damage CO's if you dont like them, Sturm (for the mountains), Javier (for those of you who don't like towers), and Lash for the heavy terrain (maybe Kindle too). Oh, and Koal is uber broked with all the roads. Let me know what you think! |
Madd Maxx (01/17/2013 12:20pm):
First impression without reading above: 1. Looks beautiful. Asthetics 10/10 2. It has at least 2 modes of vehicles (sea and land). That'sbetter than the original 3. You have used the concept of rubble in the bottom left and top right. Why not use it in the middle so each circle of road isn't perfect. The perfect "eyes" in the middle bother me. 4. With that said though, I love the oval roads at the bottom and top with the trees in the middle. Don't change that! 5. The inside lakes you can only build transports on the seaports. Though its nice to see the lakes they are pointless right? Maybe transform more of them to shallow water so more of the map can be used. Either way I like it because it 's nice on the eyes. 6. bottom and top the trees between ocean and mountains. I dont like that. Nobody will bother putting infantry there. Could be interesting though if you put reef/s there so there is a point of putting infantry there...to see is subs are adjacent. 7. I think no airports. I think cool put airports in top left and bpottom right as far from center as possible. Maybe put ghost airports near center for refueling. I like the idea of the center not being effected much by the outside but I think cool if someone is patiuent and wants to send air support that way. Maybe have the airports preowned by the center guys but far as possible from center? I LIKE THAT IDEA! I'll look again soon. have some turns. Higness is coming down. Havent had my counterstrike fix yet. lol But generally I really lioke the map and I think very playable now. Something to consider is the bottom left and top right. If there is a battleship in the reef they cant build seaunits or on the factory. There are no trees to hide a rocket in the trees plus no air support. So if opponent has a battleship in the reef, you cant see it. and no way to attack it. I think thats too huge of an advantage considering most people don't focus on navy. Easy to trap most players and makes it too easy. Ways to fix this: a) you could put a third seaport between the other two with trees nearby. b) build airports c) byuild trees near the coast and make it easy to get them there without visibility form the ocean. |
Madd Maxx (01/17/2013 12:21pm):
10/10 |
Xmo5 (01/17/2013 12:50pm):
In reply to what you have to say: 1, 2 & 4 Thanks! I’m glad you like it. 3. I might change that a little bit but I don’t think I’m going to use the rubble look 5. I kept it the way it is for the aesthetics mostly. It serves its purpose just as well if it’s only 1 block wide but it looks kinda ugly. 6. Yeah, that was mostly just random chance how I formatted it. I didn’t much care for that myself to be honest. 7. I like the idea of a ghost airport, I think I’ll add one in but I’m going to leave the other airports as they are. They’re still pretty far away and I like the side angle the units would enter the battle from. I also don’t think the inside players would want to waste a lot of money on air units they wouldn’t see for days, they only make about 13k I think. As far as the battleship is concerned, I specifically place the reefs so that the bships could not lock the base closest to the center (unless they were Grit or Jake con COP or SCOP) I did not, however, consider the possibility you mentioned. I sort of assumed that most people would be able to protect against things like that so close to their port and those reefs (if anything) would serve as good hiding spots for defending subs/bships. Maybe I should put a landing zone on the other side of the ocean to encourage naval battle on both sides. Also, recall that it is not particularly bad if one side is skewed because if its unfair for BM on the bottom, its just as unfair for OS on the top. In essence, the more fair it is, the more it’s a battle. The more unfair it is, the more it becomes a race/survival game. I kind of want it part way in between on the outside, whereas I want the middle to be more an even fight. |
Xmo5 (01/17/2013 01:04pm | Edited: 01/17/2013 01:10pm):
Actually, as it is I think it encourages the rubble side to have a navy. Whats the quickest way to support the land battle? Send units via lander to the shoals right there. You know the enemy has a port too so you have to have something to protect your lander. |
Madd Maxx (01/17/2013 02:26pm):
I didn't notice the airports last time I looked at the map. I think their spots are perfect. You have to keep the airports otherwise you can get trapped if the battleship is on the reef closest to the factory. With a airport there at least there is a chance to get vision of the battleship unless the opponent has a battleship and a carrier. could be alright as is. I would move the most middle reef two squares closer to the narrow part of the ocean so both players can easily move units from one reef to another. As is the seaport nearest to the airport can easily move to 3 reefs. Maybe you intend on that as a defensive strategy because they have so much to lose. fair enough. maybe im getting picky. I'[m not sure you intented on this bu6t I think first turn the 2 inside COs land on the seaport then capture the 2 factories. I like that concept. So they have their inside battle and also help the teammate on either the top or bottom depending on what team they are. Love that, actually. Then the other guy captures the seaport to help in the middle with landers (you need to make a bridge onto the seaport islands). |
walkerboh01 (01/17/2013 08:46pm):
Is there a comment minimum word limit for this map that i'm not aware of? |
blozzee (01/18/2013 04:59am | Edited: 01/18/2013 05:10am):
I think 5 bases per side for OS and BM should be more than enough. Any more than that you'll see infantries flocking the front in mid game which is bad for tanks to actually do anything. I prefer remove the bases at the open fronts. Btw nice remake though. |
Xmo5 (01/18/2013 10:22am | Edited: 01/20/2013 12:08am):
@ walkerboh Clearly you weren't notified, I'll make sure you're on the distribution list for the next one @ blozzee Thanks :) I think you have a point about the bases though. In reference to the bottom battle, I'll probably remove one of the forward bases from OS and maybe even BM's forward base. What do you think of moving the neutral tower up to replace BM's base and replacing the tower with something else? That way the tower is more contested and gives OS the chance to get a foothold which should help with the long supply line issue. Also, wtf, I got 2 more ratings that averaged a 4?? If I know the internet like I think I do, I probably got a 1 and a 7... EDIT: Changes made. |
Madd Maxx (01/22/2013 01:26pm):
i gave it a 10. i really like it. re: knowing internet. "Jake is broken. 1/10." lol. |
Xmo5 (01/22/2013 05:33pm):
*Adder |
DJ-Moogle (01/25/2013 10:35pm | Edited: 01/26/2013 07:43pm):
. |
Nyvelion (08/08/2016 01:06pm):
I'd hate to be six fingered, that sounds painful. |
Xmo5 (10/26/2016 09:56am):
Yeah, you're probably right, but in this case, I think it might actually be worse to be the 6 fingered man. I'm no expert in what it feels like to be six fingered, but I can't imagine it's less painful considering the limited male orifice options. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.