Creator: Ninja_Weasel || First Published: 11/04/2013 || Players: 2 || Size: 15x15
Categories: None
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Comments:
Ninja_Weasel (11/01/2013 09:10am | Edited: 09/02/2014 09:27am):
This is the fourth in a series of maps for an illustrative guide to FTA for new Players.

Explanation of FTA Part 4:

When you compare this map to the other maps I've made, there really isn't too much
different on a conceptual level, with one exception. Things are more spread out here. Not
only is this a large map than before, but I have each player's bases near the outside of
the map. The result? Orange cannot send infantry to reach Blue's neutral base or airport
until Blue has had a chance to capture, at least partially. This is simply because of
adding more distance between the two players. Keep in mind that this does not mean FTA is
not a problem on this map, because it certainly is. It just means that this map, by
itself, is much more balanced than the other maps I've made for this series so far because
Orange is not guaranteed a victory by attacking first or stealing all important properties.

How is there FTA on this map, you ask? For the same reasons there is FTA on any other map-
Orange will get the first strike. Assuming both players use the same strategy and stick to
capturing their own properties first, Orange gets to build first. This might have an
impact on the airports, for example. If Orange builds a missile unit after capturing their
neutral base, they can have it in position right before Blue can build an air unit. This
locks Blue out from building air units until they can eliminate that missile. (This might
be a bad move because missiles are costly and would stunt the capture phase) On the other
hand, if Blue tried the same strategy, Orange would be able to build the air unit on Day
7, right before Blue can move their missile into place. This leaves the missile vulnerable
from being attacked over the mountains and Blue would probably not be able to use that
strategy. Alternatively, Orange has the option to build a recon on Day 2 and stop Blue
from capturing their neutral base. Blue doesn't have that option because they would have
to send it on Day 1 to stop Orange and they wouldn't have enough money yet.

How could we solve either the airport or the recon problem? You guessed it. If they were
even further away, neither one of those would be a concern and FTA would be less of a
factor. Also, its important to note that this does not mean that A) You have to make a map
very large to make it fair or B) Making a huge map means there is no FTA. As long as the
important properties are clearly closer to one player or another, the map can usually be
balanced with an FTA counter. Giving Blue an infantry on the base closest to their HQ
would mean that they have a jump on capturing that neutral base and Orange could not
interrupt their capture. They would have the same options to attack/lock the airport as well.
(Keep in mind- usually you try to design maps so that airports/ports/bases *cannot* be easily
locked by indirect units) In this case, the map would be more or less would be balanced
with that simple FTA counter.

See Also:

Smacky's Guide- http://amarriner.com/awbw_forum/viewtopic.php?t=8518
Secondary Location: http://isndev.omgforum.net/t680-fta-extended-by-smackcakes

Wiki Page Links- http://awbw.wikia.com/wiki/Design_Maps





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