Creator: aaronmayer || First Published: 01/20/2014 || Players: 2 || Size: 20x20
Categories: None
Rating: 0 in 0 ratings
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Comments:
MorganLeah (01/20/2014 12:32pm):
Not bad for an early map. There are some issues though.

Starting properties: I would suggest making the starting ports and airports neutral, and
I'd consider moving the airports out of the starting areas.

FTA counter: This map needs one. This can be easily done here by putting a GE infantry on
one of its starting bases. (Conceptually what you're doing is essentially putting them 1/2
turn ahead before the game starts; OS goes first, which then puts them half a turn ahead, etc)

Terrain/bases: As it is now, each country gets 4 bases, which more often than not is too
many for a 2 player game; tends to lead to lots of infantry spam and it stalemates. That
will especially be the case here, since there's not much land. I would increase the amount
of land present in general.

Properties: There's not much income to get here, it needs quite a few more properties. A
good rule of thumb for 2p map is each country getting roughly 17-18k once everything is
captured (can certainly be more or less depending on the map)
Xmo5 (01/20/2014 04:18pm):
I agree with MorganLeah. You especially need to consider how many bases/ports/airports a
certain income can support. Right now, with 4 ports, 4 bases, and 2 airports per player,
11k funding has almost no value. Think about the 17-18k income mentioned above- how much
do you think you can effectively support on that much funding? Keep in mind that ground
units are relatively cheap, air units are expensive, and naval units are very expensive.

A higher funds setting is always possible, but just remember that it puts a lot more
stress on the value of a single property, making easier to gain momentum quickly. For
example, if you set funds to 1.5-2k here, each enemy city you capture gives you a 3-4k
advantage (you gain 1.5k and they lose 1.5k) With only 16.5-22k income, a 3-4k can go a
long way and could very quickly put your single day income over/under certain important
unit thresholds such as rockets or subs.



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