Creator: Ghost Runner || First Published: 08/27/2014 || Players: 6 || Size: 25x25
Categories: None
Rating: 0 in 0 ratings
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Comments:
Ghost Runner (08/27/2014 08:01pm | Edited: 08/28/2014 12:12am):
Meant to be played as a 2v2v2. FOW optional, but preferred. Looking back I would have
changed the width so that both sea sides had two squares of open water, but I think the reefs
balance it out enough. Also I'm not 100% sure about the top team in comparison to the left and
right team's balance. Still trying to see what more I can do. Haven't played on it yet, so I'll know
more problems to fix afterwards.
Xmo5 (08/28/2014 08:56am):
Sorry, but its not really going to be fair. Lets look at each team:

Right and left teams each have a total of 2 ports, 2 HQs and 2 bases, followed by 4
neutral cities, 2 neutral bases, 1 neutral airport, and 1 neutral tower. The right hand
team also has 1 neutral lab that the bottom left team doesn't have.

The top team, on the other hand, while starting with the same number of properties, has
all of the same things as the other teams (including the lab) as well as an additional
airport and an additional tower. On top of this already obvious advantage, they are also
substantially closer to the central properties which are far from trivial. Since they will
capture that area, they will end up with a net 2 airports over the competition, 1 base
over the competition, 1 tower over the competition and 5k extra funding over the
competition in addition to prime positioning and shorter supply lines.

I recommend balancing the available properties to each team, and dragging everything south
of where the bridges are towards the bottom of the map. Make it so every team can move to
the center equally- and this should be true for infantry, mechs, treads, and wheels so
watch the terrain positioning.
Ghost Runner (08/28/2014 07:24pm | Edited: 08/28/2014 07:30pm):
100% correct on the Top having way more properties than the Sides do. Idk why I didn't see
that, but I'll change it immediately.

I totally had everything in the middle before, but was told that it was too much to fight over. I
moved things like the labs out in odd areas because it created an incentive to get out of the
middle and attack somewhere else. I can easily change it back.

In addition to the labs, I had balanced the properties better in terms of the airport and factories
in the middle. My reason for the change was to make so that if you knew what color you were
picking in the start, you would be encouraged to pick a different CO than the other side. I'm not
a fan of seeing copy COs on the same map and I thought this would be one way to force people
to adapt where they started. Based on your position, Eagle might be better for you. Or maybe
Colin if you think you'll get less funds. Or maybe Sturm if you don't think you'll get to an area
quick enough. The point is I wanted to create diversity in addition to the balance of sides.

Probably will have to change some things as this still has not been played on and is only my
second map I've ever made.
Xmo5 (08/29/2014 10:16am):
Haha okay, I'll check back after a bit and see how the changes to the center look.

Also, just for your reference since you seem new to the site-

There is a group of 5 COs we refer to as the Broken 5 on this site and ban from almost all
competitive games because they are too overpowered on any conventional map and even most
unconventional maps. This group includes:

Colin for his ability to get units cheaper and spam his COP until he has an unlimited
money supply. This means he can spam the most expensive units from every property and
overwhelm his opponent.

Grit for his ability to constantly outrange opponents indirects, making it impossible for
them to ever hold their ground or ever keep their indirects safe from fire. His COP and
SCOP just make matters much worse.

Hachi for reasons similar to Colin- he gets units cheap at no penalty and can spam
expensive units easily on his COP/SCOP. The ability to use cities as bases on his SCOP
exaggerates this effect and also gives substantial tactical advantage.

Kanbei because his units are just too powerful defensively. His COP and SCOP aren't as
overwhelming as the other broken COs but he can tear most COs apart pretty fast with his
hulk-like units. If he gets a terrain advantage, you can forget it.

Sensei because he has the ultimate never ending spam button. Once you COP, you use all of
the free infantry to build your power bar and COP again. And again. And again. Sooner or
later there will just be too many infantry (or mechs) for your opponent to handle and
they'll be overwhelmed.

That's the end of the traditional Broken 5, but here are a few more that are frequently
banned:

Javier finds himself added to this category when he has 2 towers or more because he ends
up with Kanbei-like stats with no drawback. Unlike Kanbei, however, his COP/SCOP are very
overwhelming. Even with 1 tower, Javier is very strong.

Sturm gains a lot with his 1 movement cost on all terrain. It rarely makes him as broken
as the COs above, but it can very much disrupt the balance of the map in some cases.

Luck COs (Nell, Flak, Jugger) aren't used in the league matches because... well... they're
luck based. Most people don't ban them in regular games though.

Here's a CO tier ranking with some explanations. Most of what I said isn't in there
because it doesn't go into detail on broken COs, but if you're interested in the others,
its a great resource:

http://www.amarriner.com/awbw_forum/viewtopic.php?f=11&t=13797

Just keep in mind that "broken" can apply to (almost) any CO in one situation or another,
but the ones I listed are broken almost independently of the map.
Xmo5 (08/29/2014 10:16am):
Also, sorry for all the really long comments on your maps. Wow. =/



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