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| Comments: |
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lazernerd (02/07/2013 04:41pm):
Went with another road heavy design this time. |
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xushu (02/07/2013 05:02pm):
I little chokey in places... and movement COs would thrive with all the roads. The airports are subject to recon attacks, too, so I am inclined to say Max would rock this map (my gut feeling, here). |
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Xmo5 (02/07/2013 06:48pm):
Actually, you might not be wrong about that. The center, despite looking chokey, is kinda open and with the low defense terrain Max would be more prone to OHKOs. There are few central places to keep indirects that Max couldn't get to with relative ease. I agree that the airports are too contested, maybe put them where you have the city next to the broken pipe seam. The current setup might also be prone to locking airports because the roads make missile access easy and the pipes help shield it. |
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lazernerd (02/07/2013 07:16pm):
Airports have been moved to a more open and less contested location. |
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xushu (02/08/2013 12:15pm | Edited: 02/08/2013 01:40pm):
As this map stands now, the space for crossing the rivers equate to 3/1/1/2/1/1/3, from the SW to the NE and vice versa. Certainly not a lot of space to travel across the diagonal here and it would appear that indirects would have the advantage because of that... The thing about indirects, though, are that they need time to position themselves to be effective. Max, with a buffed direct attack and tanks/early recons, would force an opposing player to start his infantry line further back or produce tanks to counter Max's tanks, thus either placing the artillery in little supply or out of position to deny the center. Hence, my Max comment above. ... I haven't talked strategies like this in forever... it's kinda nice. ^_^ Edit: yay, typos~ |
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Xmo5 (02/08/2013 02:04pm):
While your 3/1/1/2/1/1/3 is technically correct, recall that the center is not a "typical" river crossing. Normally you can access the bridge by 1 tile on each side, but in this case most of that central section is accessible from all sides, leaving it a lot more open. In fact, the whole middle section is more like an space with a mountain/pipe/chokepoint-causing terrain on each side (between the 1/2/1 crossings). Until the river picks up, Max can work his way around without having too many places that are easily blocked off from all angles, especially with the low defense terrain. I also agree with your comment about Max rushing the center though, it could be a real issue with the close bases and HQs. And yeah I know what you mean, I like talking strategy haha (even if I'm not that great at implementing it lol) |
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xushu (02/08/2013 04:29pm):
Point taken, the middle is more open than the math makes it appear to be. That said, I do have the feeling that the wings are going to be the focus of all of units though, with the airports where they are... ^_~ |
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lazernerd (02/08/2013 04:33pm):
I could move the OS HQ 3 right and the BM HQ 3 left to make the center a higher priority. |
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Xmo5 (02/08/2013 04:59pm):
I'm not so sure, I think I like it as it is. If you put the HQs too close it makes early rushing too much of an option. I think things will be generally balanced between the middle/corner battle because of the airport and HW locations. If you wanted to make the center more of a focal point you could add towers or labs or something, but I would keep the HQs where they are personally. |
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lazernerd (10/23/2013 12:05pm):
Balance Update 1. Moved positions of the HQ's, bases, and airports. |
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