Creator: Electricwolf || First Published: 02/05/2013 || Players: 2 || Size: 15x15
Categories: None
Rating: 7.00 in 2 ratings
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Comments:
Xmo5 (02/05/2013 01:33pm | Edited: 02/06/2013 11:28am):
Much better than the original, FTA is countered better with 1 inf/2 starting bases. I
don't care for the single tower in the middle on a standard 1v1 map, maybe make two towers
just outside of the center so they are contested, but one can go to each team. That way it
gives a priority to defend and if taken will help speed up the winning process toward the
end. Generally I would avoid single central tiles like silos, towers, bases/ports/airports
because it really adds to FTA or STA depending on the map and almost ensures the person
who gets there first will win.
EDIT: Labs are bad too, but sometimes not as much depending on the lab units.

Also, the ports serve basically no purpose besides getting to the side base without
breaking the seam. If that is the intent, I would put the ports on diagonal corners so
that one team should clearly get each base. This will also make it easier to place the
towers so that you know who gets them. (I would also then fix the symmetry with the river
so each team got an equivalent base... maybe add more bridges too) Bottom line is,
nobody's going to want to have a battle over a single pipe seam to get a base so I would
arrange it so they don't have to.
Electricwolf (02/05/2013 05:45pm):
I've changed a few things.

For one, the seams have gone. In my experience on this map, the seam just elongates a fight over the sides and the sides weren't really
seeing much action anyway. They're also slightly directionally biased in that each one is slightly closer to one team than the other but not
enough to outright give the bases over.

There's more symmetry in that there are two rivers and one port on each side. I'll admit that in a game like this there's very little use for ports
as ground-based combat will dominate, but they're only there for variety. If you don't want to use them then they essentially serve the same
function as a city.

Central comtower is gone because it just made the fight for the centre more heated. I'm hesitant to add comtowers anywhere else because
I'm a rookie designer and I'm honestly not sure where they could or should go. If I put them off to the sides then it might make the fight for the
centre pointless and if someone got two then they'd just steamroller their opponent.


If anyone wants to play a game against me to test it, I'd love to, just bear in mind I'm not exactly a pro.
Xmo5 (02/06/2013 11:27am):
A good place to put them could be where you have a road now, two spaces down and two
spaces left from the center and diagonally symmetric on the top. You don't have to add
them in and you certainly don't have to put them where I say, but thats generally how far
from center I would put them. I would ban battleships though, it would be too easy to use
one to lock the side base with no real chance of countering. Either that or you could
switch which corner has the port so your middle base is on the same side as your port. (I
like the idea of banning battleships more, it leaves the option for black boat sneak attacks)

I'm more than happy to help you test if you want. It makes giving feedback easier too
because I know how it plays out more.



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