Creator: Tracerisk || First Published: 11/20/2013 || Players: 2 || Size: 30x30
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| Comments: |
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Tracerisk (11/20/2013 05:59am):
A remake of awbw.amarriner.com/prevmaps.php?maps_id=62974. This map repurposes piperunners as functional towers. Each faction's base is less constricted, and entry from the outside can be made at all points by foot soldiers, making it easier to close out a game. Primary objectives include the two com towers, but the plethora of neutral bases distributed in each lane and in the 'jungle' demand focus else the funds gap could increase beyond reparation. Recommended lab units include infantry and/or tanks, so that capturing a faction's three labs effectively ends all resistance. All comments/criticism accepted! |
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Xmo5 (11/20/2013 10:10am):
Couple of things here. I'm not sure that lab units will matter because by the time you push the opponent back and capture their labs, the game is already over anyway. There's no way a player is coming back from that point no matter what they can/can't build. As far as bases go, they are all really clumped together in one spot and the supply lines are really long. I'd recommend spreading bases out from that corner a bit and putting some closer to the front. Otherwise it will be really difficult to get a foothold to push the enemy back, especially with all of the piperunner cannons. Oh, and you should also throw in an FTA counter. For 3 bases, I think the common counter would be to give BM 1 infantry and make one of the cities near an OS base into a BM city. You don't really have a city close enough for that, though so to make a good FTA counter you could do 1 of 2 things. 1) You could make one of the 3 starting bases neutral and/or move/remove it so that each player only has 2 to start. That makes a simpler FTA counter. 2) You could add 4 cities, probably in that row of 3 forests along the edge by the starting bases. Add one by each base (within 1 infantry move) and make one of the new ones by OS into a BM city. With about 7k starting funds, I'm tempted to have you give something other than an infantry as a counter, but I'm not sure it would make the situation any better. Maybe giving an APC instead and forgetting about the BM city idea would be okay, but you'd have to worry about rushing. |
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Bamboozle (11/23/2013 02:27am):
It's looking better, now it's similar to the actual League map. I suspect the piperunners may be too strong and probably too easily destroyed in comparison to the actual Turrets, but you've done good with the AWBW resources given. :D |
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Nyvelion (11/23/2013 04:12pm):
Don't forget to add Roshan |
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Xmo5 (11/25/2013 12:40pm):
Instead of giving OS a starting city by BM's base, you should give BM a starting city by OS's base :P For example, in this map, PC goes second and gets 1 infantry and 1 city because of the 3 bases: http://awbw.amarriner.com/prevmaps.php?maps_id=57364 |
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Tracerisk (11/28/2013 11:54pm | Edited: 12/01/2013 01:27am):
I think its too much of a disadvantage to OS to give BM both an extra infantry and demand that OS expend its own early infantry just to capture the city back. Early in the game both factions should be sending out one infantry to each lane to capture the necessary bases so I also gave OS an infantry to expend on recapturing the city so as not to be set behind in capturing the top lane properties. As such, I've decided not to give BM a starting infantry. I also expect that OS will send its first round of infantry out to each lane to begin capturing the closer bases. The next round will be devoted to capturing the local cities, essentially giving BM a +2K advantage. If this is not a viable solution, let me know, but I am not willing to require that OS sacrifice the precious early base capture just to recover the local BM city. |
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Xmo5 (12/02/2013 02:10pm):
Well in terms of balancing FTA, a BM city and infantry is about as close as you can get, really. (At least as far as I know) If you had to pick only one of those two, I would suggest giving them the infantry instead of the city, but I still recommend both. |
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