Creator: DocSpacebar || First Published: 11/14/2014 || Players: 2 || Size: 15x40
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| Comments: |
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DocSpacebar (11/14/2014 11:18pm):
Landers, but no ports, makes this a sort of "modified ground war". There are three "routes", though if you're careful with your Landers you'll be able to move troops quickly between the routes to get around chokepoints. Landers can also disrupt enemy troop movements, but there's no means of fixing them. All those 10% damage tank hits will add up. So how is this? Anything that can be improved? |
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blozzee (11/15/2014 01:10am | Edited: 11/15/2014 01:20am):
The best way to counter indirect unit from taking control over territory is by using direct unit itself and there aren't enough space for direct unit to counter it. The properties arrangement in this map looks clumpy which makes a lot easier for indirect unit to take control over the properties. The mountains are just horrible spot to engage battle. Players are more likely to camp artillery rocket there the zone control the middle. Whoever camp artillery in the middle first = auto win. If no one wins, its more likely turn into an eternal stalemate. This is such a bad map for a competitive game to begin with. |
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DocSpacebar (11/15/2014 11:59am):
In response to the criticism above, I removed some instances of cities sitting next to each other that were close to the center. The west route still has them, but it's possible to run right past the cities unless the enemies have the road (which is significantly easier to get past than the cities). I've also replaced the center four mountains on the east route with forests (leaving a few on the side), and added a third route around the mountains by way of more shoals (meaning there are three routes to the sandbar on your opponent's side). The central route has been redesigned as well to make it less chokepoint-y. I've added some properties closer to the north and south ends to replace the ones that were removed. |
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