Creator: WhiteFlame1 || First Published: 01/15/2014 || Players: 4 || Size: 28x30
Categories: None
Rating: 0 in 0 ratings
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Comments:
WhiteFlame1 (01/15/2014 08:20pm | Edited: 01/15/2014 08:24pm):
I'm attempting to make a "3-on-1" battle. I could use a few pointers. Is there anything
that needs improvement on either side? (GS is the solo player.) It's also supposed to be a
fog of war map. Does the map look like it'd be best played with Fog of War?

EDIT: Does the map name need work? It seems so dorky all of a sudden.
Xmo5 (01/16/2014 10:52am):
I would worry more about gameplay and balance than the map name. If it has a stupid name,
nobody will care as long as its a good map and vice versa. A few big things I would recommend:

1) Make sure you have room to fight- almost all of your land battles pinch down to a
single bridge which favors boring fights and stalemates. All the forests, mountains,
rivers, and lack of roads in important places make it hard to get around too. Try to make
sure everyone has access to an equal amount of properties/property types (in terms of
time/distance/moves to get there)

2) Putting a lot of predeployed units on a map practically makes it unfair by definition.
The possibilities and strategies available to each player are especially hard to consider
(and therefore balance fairly) when you give everyone very different units. For example,
see the comment discussion here: http://awbw.amarriner.com/prevmaps.php?maps_id=62839

3) Its important to make sure each team has a similar income. I haven't done the math here
but it looks like GS starts off with similar funding to a *single* enemy player. Really GS
should make almost 3x what each of the other players make individually and this should be
true at any given point in the game (until someone starts winning/losing)

These things are pretty much true regardless of the specific map, so you can keep them in
mind when designing future maps too. Designing maps on AWBW is much different than
designing them for play against the computer- people are a lot smarter so a lot more
attention has to be paid to making maps painstakingly fair or you'll be able to tell. Just
let me know if you need any map making advice and I'll be happy to help. For now you can
use the map I linked, which belongs to a helpful series of maps explaining FTA that new
map makers can benefit from. (Warning-reading intensive) Happy mapping!
WhiteFlame1 (01/16/2014 12:58pm):
Thanks, Xmo5. I'll keep this information on hand (and probably remove the predeploys and
increase the number of stuff on GS.)! I'll fix it when I have the time!
WhiteFlame1 (02/05/2014 07:45pm):
How come nothing can change here?



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