Creator: 81suibylop || First Published: 03/01/2013 || Players: 6 || Size: 31x40
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| Comments: |
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81suibylop (03/01/2013 05:36pm | Edited: 03/01/2013 08:11pm):
This is my first time making a 6 player map so I do hope it turned out well (I think it did, but there are somethings in it I'm not sure about) Enjoy the uncreative name "eight rivers" in German also lol. |
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Xmo5 (03/03/2013 02:29pm):
Is this meant to be 3v3 or 6p ffa? Typically for 3v3 maps you can change the turn order to ABBABA to balance FTA and it does a lot better job than giving infantry counters. In FFA its not so simple obviously. Also, regardless of whether this is team or FFA, I would recommend editing the center of the map so that only either the top or bottom gets a central base. Each player/team should be guaranteed an equal number of bases for playability. If one team (like the bottom in this case) gets all/most of the central bases then its basically the end of the game. In FFA people will tend to gang up on those who have a base more and it might not end up as bad, but the terrain doesn't really lend itself to that. I would say take the bases out of the center and maybe move each player's neutral base closer to the center. If its meant for teams I would fix the turn order and regardless I would open up the central area for lateral movement and add neutral cities to fight over. |
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81suibylop (03/03/2013 03:21pm):
It was indeed meant to be a 3v3 (Changing the title to show that now) I'm not 100% sure what you mean about changing the turn order to "ABBABA" I would assume you mean putting BM on the other side, then green earth next to OS then yellow commit with green earth (assuming they go in that turn order) I'll think of something to do with the middle area, I first thought it was fair with the bases as they were, but I will try to think of something better for it (Or if you wanted you could go very into detail as to how I could change it haha) I'd prefer to keep everything but the middle unchanged though, unless its something really big. |
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Xmo5 (03/03/2013 05:09pm):
After writing this, I apologize that it ended up being so long, I have this problem lol... Okay, as a 3v3 you don't really have to make any major changes outside of the center bases and the turn order. By ABBABA I mean that you would arrange the countries so that teams A and B would take turns in that order. For example, OS + YC + CI vs BM + GE + BH with the ones you have now. On 2v2, 3v3, and 4v4 people tend set up turn orders as ABBA, ABBABA, and ABBABAAB (or ABBAABBA) respectively just to minimize FTA issues. Its not always a perfect fix, but it does the job in most cases. As far as what to do in the middle, I will leave that up to you, but I'll give you a few suggestions and things to avoid that you can build off of if you want: Always avoid scenarios with any (important) property that either team could reach equally, especially if it is a single centrally located one as in this case (in comparison to two, one for each player/team that both can reach equally fast). Important properties are usually bases/ports/airports, towers, silos, and labs (depending on lab units). Cities qualify in low funds scenarios, but usually won't make/break the game. You could consider making the center a little bigger and adding in a tower/lab/airport/port near each end, maybe a different type at each entrance? Property type variety adds new strategy to consider both offensive and defensive. Just don't leave airports/ports/bases within 1 move of each other for any unit, so units cannot attack right away and don't add too many towers because the team could allow 1 player to capture them all and become very powerful. If you choose towers, I would relocate the ones you have rather than add any more. (They are fine where they are though if thats where you want them) On the contrary, you could make it smaller and make it mostly a naval/air battle. You'd have to have more island- like terrain with free passage of naval units in most places. There should be some important properties in the area to help gain a foothold that allows for practical invasion of the enemy land front, but remember to avoid making them so contested or important that they make/break the game. Obviously you would have to incorporate some degree of naval/air units for this and you would have to beef up funding as well. Or, you could leave it as is and avoid the important properties in the center altogether and just add a good number of cities. If you do that, make sure you leave some way to let units move side to side across the center, but it doesn't have to be extremely open or anything (thats your preference) but I think it would be really slow as it is now. I would also slide the neutral bases on the road toward the center a little if you do this, but again, up to you. Or you could ignore all of those suggestions and do something completely different, those were just some options for moderate, heavy, and minor type changes. Sorry again this post was really long haha, I just get a little carried away sometimes. Anyway, hope these comments help. I try to check up on a lot of maps I comment on so let me know if something wasn't clear lol Happy Map-making :) |
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