Creator: Crimson19 || First Published: 09/06/2014 || Players: 4 || Size: 27x21































































































































Categories: None | ||
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Comments: |
Xmo5 (09/07/2014 12:27am):
If this is meant to be played as FFA at all, I would recommend giving each player a second starting base and give YC and GE each an infantry. If it's only meant for teams (top vs bottom) then you really don't have to do anything- it's just cleaner that way because each isolated front is also FTA balanced, not just the teams overall. Also, as a note about airports- you should really make sure that enemy airports are at least far enough away that a bcopter can't attack on the first turn it's built as this contributes to FTA. In other words, someone will capture it first by the very definition of a turn based game, and whoever does has the first chance to build a bcopter and effectively shut down the enemy airport before they can even build a unit. In maps where fighters are viable candidates, you should take their greater movement into account when considering airport locations. This is a general rule that applies to all production facilities really, but the airports just happen to be the issue on this map. It also has impact beyond the first turn of owning the airports, but that's the easiest way to explain it. |
Crimson19 (09/07/2014 09:00am):
Firstly, I wasn't finished with the map, I still had to put the units on and secondly it's not meant for FFA. It's a Team Play map, left vs right. An abandoned barracks that has been discovered by the teams. A fight for control over it's weapons and alliances being made to achieve victory |
Xmo5 (09/08/2014 11:46am):
My apologies on that; I assumed that it was finished since it was published. This team arrangement also solves the airport problem, so that's a plus too. My only fix, in this case, is to switch YC and GE's positions. OS + YC vs BM + GE is the classic team setup on AWBW because it makes the team turn order ABBA rather than ABAB, as is the case here. Also, the goal of adding an infantry FTA counter on a 2 base map is to be "ahead" on 1 base and "behind" on the other to cancel out a player moving first. By giving a single base an extra infantry, you directly reverse the turn order and don't actually solve anything, just invert the problem. There are some excellent resources on this in the forum if you want to take a look. These links both have the same information, but one is a backup: Smacky's Guide- http://amarriner.com/awbw_forum/viewtopic.php?t=8518 Secondary Location: http://isndev.omgforum.net/t680-fta-extended-by-smackcakes If you insist on keeping the teams and bases as they are, the most correct counter would be to give either BM or YC an extra infantry on their starting base. Nobody else should get an infantry and it's important that the "extra" infantry is the one that's on the base. By starting the infantry anywhere but on the base, it's the equivalent of the infantry having moved forward or backward, giving a partial +/- turn. There's always a little leeway if you carefully consider property locations, but it's much easier to just put it on the base and be safe. If there are 4 bases and the turn order is OS-->BM-->GE-->YC, then giving an extra infantry will convert it to BM-->OS-->GE-->YC or OS-->BM-->YC-->GE, both of which would be pretty fair. Hope this kind of makes sense! |
Crimson19 (09/09/2014 05:39am):
Well I think ABAB is better as it gives the teams 1 turn each instead of making a team get 2 turns first, then the other team take their 2 turns. I think it's fairer as ABAB. I do agree with the FTA infantry however. I shall put them in range of a city when I get the chance |
excomotive (09/09/2014 10:11pm | Edited: 09/09/2014 10:11pm):
ABAB teams are, by definition, less fair than ABBA teams. The way to counter that would be to give team B in the ABAB group an extra starting infantry or city (depending on the map design). The ABBA setup is preferred for it's simplicity. |
Xmo5 (09/10/2014 04:03pm):
Instead call it A1B1A2B2. If A1 is always before B1 and A2 is always before B2, then A always goes first. If you make it A1B1B2A2, then A1 goes first, but B2 goes first. A1 has FTA, but A2 suffers from an equal amount of their "opponent", B2, having FTA. This balances it very cleanly on a map where A1 and A2 are symmetrical (like this map). |
Crimson19 (09/11/2014 09:30am):
Notified. I shall make arrangements after the matches are finished. |
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