Creator: Rush_FTK || First Published: 01/15/2014 || Players: 4 || Size: 31x31
































































































































Categories: C-Rank, FFA Multiplay, Standard, Teleport Tile | ||
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For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
Xmo5 (01/15/2014 11:04am):
YC has LTA... Their HQ starts closer to the center. |
MorganLeah (01/15/2014 12:14pm | Edited: 01/16/2014 01:48pm):
http://awbw.amarriner.com/prevmaps.php?maps_id=57793 Not that this is overly relevant anymore, since this map is now playable. |
Xmo5 (01/15/2014 02:48pm):
Oh that was you who made the map I was thinking of! I knew there was another one out there with a really long running game on it, but I couldn't remember the name of it for the life of me! |
Rush_FTK (01/16/2014 06:19am | Edited: 01/16/2014 06:35am):
Now it has been completed,welcome you comment my map |
Xmo5 (01/16/2014 09:53am):
Ah okay... There will be some FTA issues with a single starting infantry for each army. I'd recommend setting it up so that everyone has 2 infantry and OS and BM have one of their infantry set back by 1 turn. I would also make it so that OS and BM are across from each other for reasons explained here: http://awbw.amarriner.com/prevmaps.php?maps_id=62854 Other than that it looks fun, but maybe a little base heavy. Taking out a couple of bases and adding an airport (for each player) might help compensate for that and help with the large map/sparse road combination. |
MorganLeah (01/16/2014 01:56pm):
Basically what Xmo5 said. Each player having 6 bases to take is definitely too many; 3 would be better, 4 would be the absolute most that they should have on this map. There is indeed gonna be some FTA problems here. The 2 infantry thing would work, but might require too many changes to the map to be desirable. What you might want to do is make it a 2v2. OS+YC vs. BM+GE, then you don't have to worry about changing the current predeployed setup. I would also suggest considering making the HQs capturable. Not a requirement, but more often than not I find that it just leads to a slog because it forces you to hunt down every unit to win if they don't resign. |
Xmo5 (01/16/2014 02:23pm):
Seconded on the team and HQ ideas. The map size really could make it rough if you couldn't capture HQs when you're winning. |
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