Creator: DocSpacebar || First Published: 12/05/2014 || Players: 2 || Size: 30x30
Categories: None
Rating: 0 in 0 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
DocSpacebar (12/05/2014 07:58pm | Edited: 12/05/2014 08:18pm):
The concept I had was "Short path that's a nigh-impossible chokepoint and long path that's wide open where the real battle is (usually)
won". In practice, that meant Piperunners by the short path that won't save your bases by the long path if they come under attack. The
piperunners (and woods) also make it difficult for an early Recon to do a whole lot of damage to capturing infantry. But if you're not careful, you
could get blindsided through that route.

Labs are off in the distance, silos are not only distant but also require quite a bit of effort (a missile you'll never use again for one, and a
pipe-seam, a slog through the river, and a clash with the T-Copter of Caerbannog for the other (or your missile, not that it matters too
much)). Silos are a powerful advantage and I don't want them being too easy to claim. (There's a fifth silo that you can get to with
the Warp Staff. However, the Warp Staff does not exist in Advance Wars, and would be better spent reaching a Secret Shop or something, so
you're out of luck.)

Ban Broken 5 ('specially Grit!), Kindle (Properties everywhere), Sturm (When your recons fly through forests and are ridiculously heavily
armored, what is a mere Piperunner in comparison?), maybe Sami? (A Victory-Marching Mech Flood in the mountains could be
devastating)

Fog of War makes it... interesting? The short path will be more viable because woods mean you can sneak up to the piperunners or hide a swarm
of tanks until the time is right, possibly shortening the game (or lengthening it considerably- doubtless the map needs more testing in that regard),
but the piperunners still dissuade interrupting Recons.

Xmo5 (12/08/2014 11:55am | Edited: 12/08/2014 11:56am):
Monty Python aside, I'm afraid your air unit blockades won't amount to much. Once the game
starts, all units that don't have an HQ for their country will disappear. The do have an
impact on the game, however, and this is referred to as "ghosting" on AWBW. Basically, any
tile that has a unit with no HQ will be normally accessible during a game except for the
fact that units cannot spawn on that location. This means no building and no unloading
including things like Hachi/Sensei SCOPs that don't follow normal building convention.

So, while it's a great idea in theory, it is unfortunately not possible this way. One way
around it could be to make the silos guarded by enemy air units instead. The tcopters
would be okay as they are, but they would be mobile now and the fighters would have to be
surrounded by 4 pipe seams instead of mountains. During FoW this might be an interesting
way to spy on your opponent a bit because you can tell when they're in the area (2 vision
still isn't much of a hassle to dodge around though) and you'll know when they're after a
silo because of pipe seams and your units being destroyed.
DocSpacebar (12/08/2014 10:57pm | Edited: 12/08/2014 10:58pm):
I figured out the hard way that the blockades didn't do anything. But thank you for letting me know about the non-
spawning thing! Now I can make the equivalent of DoR's Temp Port/Airport!

I'll change around the mountain silo after this game I'm in is completed.
Xmo5 (12/09/2014 07:51pm):
Yup, no problem! Ghosting does a great job replicating the temp (air)port except for the whole
unloading thing.
DocSpacebar (12/18/2014 01:37pm):
I dun goofed. I left a few extra cities in front of CI that RF didn't get.

Will fix at earliest convenience.
DocSpacebar (12/24/2014 11:47pm):
The map has now been edited. It is harder to gain access to the missile silos, and the city discrepancy was
removed.
walkerboh01 (12/26/2014 02:48am):
I don't think the map will ever develop beyond the left area. There is no point in allotting
resources to travel to the right, because the return on those resources is effectively nothing.
The battle will be won or lost in the area around the HQ with the highest density of funds
available.

Unless you mean for the map to purposefully stalemate on the left (the high volume of
mountains and forests make this likely), and then sloooooooowly develop out to the right after
that. But if this is the case, you should really make it more worth it to expand.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.