Creator: the-deadly-shadow || First Published: 01/10/2015 || Players: 2 || Size: 24x24
Categories: None
Rating: 0 in 0 ratings
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Comments:
walkerboh01 (01/11/2015 04:41pm | Edited: 01/11/2015 04:41pm):
It's an interesting idea, many things seem to be right on the edge of what's acceptable. For
instance, the map is incredibly choky, but with the high funding and good location of ports, there
might be some use for naval units for breaking up stalemates. Ditto for air units, which will be
particularly strong.

I think you will run into trouble though because of how clustered everything in the center is.
Whoever controls the central airport will likely win the game (even with the cruisers there), and I
have a feeling the dynamic with a battleship from one of those central ports will also lean
towards imbalanced.

It looks like a fun map to play on, lots of tough decisions to make, so I'd definitely recommend
trying it as is. But I'm not convinced it will be fair yet.
walkerboh01 (01/12/2015 09:23pm):
the-deadly-shadow wrote:
"I agree with the chokey thing, so I slightly opened it. I also removed a connection between the
west and east, so one side will not have vehicles, unless someone builds a lander. Furthermore
I removed the central airports, to prevent an early advantage."

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Okay, it looks better after your edits. At this point I would have to test it to see how well the
changes to the center and the fronts work.

One thing I don't really like is how many neutral properties they are. 40k per side is an immense
amount of funds for a map where fighting will happen in a relatively condensed area. Can you
imagine both sides cranking out a battleship every other day without losing out on vehicle
count? Seems excessive. It will also make games take forever to develop, as infantry will still be
capturing properties well into the mid-game. I would say ~25-30k per side is a reasonable
amount of funding for this map.
IPS (05/06/2015 11:25am):
I recognize that map from a 1v1 on Battle for Wesnoth. Still the conversion and the idea
are nice for AWBW. Also make shoals instead water between the player's lands.

It's interesting how you made somehow useful the center meanwhile in the original game
it's placed in order to decrease mermen's and naga's movement in the middle.



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