| Categories: B-Rank, RBC Playable, Standard | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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Mori2 (11/01/2013 09:57pm | Edited: 11/01/2013 10:47pm):
This turned out way better than expected. One of my best recent maps by far. |
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crunch (11/02/2013 03:06am | Edited: 11/02/2013 03:48am):
Looks like a fairly interesting map, although it's pretty open in the center. And I'm pretty sure BM has STA. That central base is way more valuable than the base near the corner. Edit: Good points there, mori. Still don't like the center, but it looks fine. |
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Mori2 (11/02/2013 03:29am):
As always, I appreciate the feedback. However, the center isn't really open with all the forests/cities, the heavy terrain locks up movement pretty well. Also, the corner bases are incredibly important. The tower will likely be protected from a tank or artillery from that base, the corner city/mountain setup is for pressuring the city 2 tiles away from the shoals, and it's the base responsible for capturing the bottom/top collection of mountain cities. There's also potential for mech production from there, although the airport, the river, and the pair of cities nearby (perfect for artillery camping the city across the river) is placed in such a way as to give players options against mech spam from that area. Trust me, I'm at like 400-500 maps total, it's pretty hard to make a 2 base start map with STA at this point, haha. 3 base start can get messy occasionally due to the inherent nature of the best known FTA counter for that setup, but at this point 2 base start STA calculations is just capture phase math and how that transitions into midgame options, and whether those midgame options are mostly symmetrical for both sides or not. |
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