Creator: BamboozleIII || First Published: 08/26/2014 || Players: 2 || Size: 25x19
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| Comments: |
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Xmo5 (08/27/2014 08:56am):
The center seems pretty open to me. Since the towers are pretty much safe, I doubt the side fronts/corners will see much action and most of it will end up being a lot of directs in the middle. I do really like the look of the map though. |
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BamboozleIII (08/27/2014 02:09pm):
Moved the comtowers down so they're slightly more contested, and added a couple of mountains to the center. It was intentional to have the center open but hopefully the mountains will add some room for indirects. |
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Xmo5 (08/27/2014 02:55pm):
I like this tower position a lot more. It's still fairly safe if the battlefront stays neutral, but if one team starts pushing forward it should be pretty reasonable to city-hop their way up to it. That will help speed up the end-game phase nicely, I think. |
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excomotive (08/27/2014 08:39pm):
The current position of the comm towers isn't contested at all. BH will take the one near the top right, and JS will take the one near the bottom left. I do like the map, but the center is definitely going to be the focal point of combat. |
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BamboozleIII (08/28/2014 12:30am):
My intention wasn't to make them fully contested, otherwise if one side happened to obtain both during the early game they could quickly snowball it into a win. Switched up their locations again along with some minor terrain changes. Now they should be a little more contested hopefully without making it a straight-up race, while applying pressure on the side fronts. |
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Xmo5 (08/28/2014 08:46am):
I think either this position or the last one are both good, but they will result in different battles. This will draw more attention to the side fronts and make the battle more complex. The previous position means they're less contested and would serve as shortening the end-game as I mentioned in my last post. Personally, when I'm making things contested, I like to give about a 2/5 to 3/5 split. Basically, of the distance between the closest bases (by route of the property in question), 2/5 of that distance should be between the defender and the property while 3/5 should be between the attacker and the property. Counting forests as 2, the split is 8 to 13 which is pretty darn close. Sometimes I'll aim closer to a 3/7 and 4/7 split depending on the map and sometimes I just don't even count. Regardless, the smaller the map, the more I favor the defender. |
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systericon (08/30/2014 06:30pm):
cool map i like it =) 8/10 for the moment lets dance |
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MorganLeah (02/24/2015 07:25pm | Edited: 02/24/2015 09:32pm):
Hm, I like this map, but I feel like I would like it more if the locations of the neutral bases and the airports were swapped (and the couple minor tweaks that logically follow). Doing that would increase pressure on the HQs (something I'm always a fan of) and also make those mountain ranged corners more viable to possibly be taken, as the 2 bases would be on the offensive side of them rather than the defensive side. I also feel like the center could use a little more spice. Not essential I suppose but I'd like a little more going on there in general. |
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BamboozleIII (02/27/2015 07:30pm):
Switched the positions of the neutral base and airport and subsequently did some minor rearranging of the terrain/city placement around those areas to balance it out. Also did a mini redesign of the center so there should hopefully be more incentive for combat to spread there. |
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