Creator: the-deadly-shadow || First Published: 08/27/2013 || Players: 9 || Size: 37x37
Categories: None
Rating: 5.89 in 9 ratings
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Comments:
Bamboozle (09/21/2013 05:51pm):
Making it symmetrical would be a good start, unless it was your intention not to. Terrain placement and city
distribution would help a lot too. Right now it's very chokepointy as well, you should maybe open up the
fronts.
the-deadly-shadow (09/22/2013 02:58pm | Edited: 10/27/2013 11:34am):
I don't agree at the chokepointy thing. Yes there are mountains and rivers, but they can be
crossed by infantery and air units. This map allows also sea units, and battleships can
destroy
the enemy lines. It is not symmetrical, because it is hard to make a ballanced symmetrical 3
teams
map. I think the teams have an fair property distribution.

BamboozleII (09/22/2013 04:58pm):
Just because infantry and air units can cross mountains and rivers doesn't mean the problem is necessarily
solved. Meatshields and indirects will turn this into stalemate heaven, with or without bships or air units.
Where there are narrow passages between impassable terrain, there's going to be problems.

I'm not trying to say it's a bad map, but gameplay would just appear messy and disorganized.
RNT (09/23/2013 12:12pm):
I think the factories near the rivers prevent stalemates
SG-1 (10/05/2013 04:38pm):
Stalemates in general are never guaranteed, depends on how well people play - even more so on a 9 player map.
I think this maps good. Well made! 9/10.
the-deadly-shadow (10/27/2013 11:33am | Edited: 07/03/2014 01:04pm):
I will probably edit this map once the games on it are over. I will add more
airports, 3 in the
center, because the center is getting crowded with 6 bases (I will problable
replace the
central airport with a com tower to make it more valuable). and I will replace
the bases on
the smal islands with airports, because in fog of war having an rocket in the
forests at such
an isle spoils everyting. And I will give each central player an mech at an
isle, with an port
near an enemy. This is done to increase naval warfare. I will also replace the
city on the isles
with the lonely city with an base. This gives the central players with an mech
on the port-isle
a chance to capture a base and to fight at sea. Furthermore centrall players
should make a
tactical choice : Do I focus on getting Isles at seo or focus on the center, or
risk losing both.
The isle who will have bases are far offshore without forest, so placing an
rocket on them
will not indce stalemates. These bases will have an predeployed non-
infatery ground unit, so
they are most likely to be captured by right player (the one who owns the
predeployed unit).

The mech on the isle near the yellow team will be owned by the red team.
They have more
distance to travel, so I will switch PC with OS. This will be more fair because
OS has also an
FTA. This Isle will off course contain a red-team anti-air. The port isle near
the red team will
be given to bleu and the port isle near the ble team will be given to the
yellow team.

note I might not completely do as I describe, just in case when things seem
to be unfair

The reason I will give a mech is because if I place the mech 3 spaces from
the port, the
player has to choose: do I capture a city fist or do I focus on the port which I
cannot reach in
one turn?(this would also work for a infantery at 4 spaces, however then it
should be placed
in the sea )

Map editor is back again so I completed the updates.
Original Maincharacter (07/03/2014 11:05pm):
I think the rivers are a good idea. If there isn't any obstacle to keep one player away from
another's rockets, the game turns into a case of players just throwing tanks at eachother.
Bringing the war to the sea is another good idea. Suddenly, guarding your 2 base exits isn't
good enough. It forces you to get on the offensive and keep from getting backed into a
corner. I like tense situations like that, especially if it gives the player an excuse to go all out
instead of hoarding artillery and such/



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