Creator: IPS || First Published: 01/02/2015 || Players: 4 || Size: 24x24
| Categories: None | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
IPS (01/02/2015 04:12pm):
I don't feel sure at all, but I kinda feel that each player is missing a city on here. Could you avise if my toughts are right? |
|
the-deadly-shadow (01/03/2015 01:51pm):
I do not see a missing city (off course not because if one was missing I would not see it). However your FTA counter is bad. You could take a look at the http://www.awbw.amarriner.com/prevmaps.php?maps_id=62836 series to get an impression about how to counter it better. |
|
IPS (01/03/2015 04:12pm):
I have done some changes to the FTA counter on this, read that link and saw some of your maps. Hope it now feels better. BM infantry got removed, instead it got a starting city that it can't defend. GE has an infantry that at 1st turn can't reach a city and YC has an infantry that can reach a city at its 1st turn. I'm really interested to learn more about the FTA counter, but I guess it needs time to get it clearly fine. |
|
walkerboh01 (01/04/2015 11:28pm):
The proper way to counter FTA on this map is to remove all preowned properties (make them neutral instead), and give GE and YC a starting infantry on the base. Usually that is good enough. If you are really worried about BM and YC's disadvantage with the above counter, you can put a preowned BM city within 1 turn of OS's base and a preowned YC city within 1 turn of GE's base. But that still doesn't account for positioning/unit count advantages and can create problems of its own on some maps. |
|
IPS (01/06/2015 01:32am):
Looks fair to me, changes have been done. Also I'm not really sure what to do with the 3rd base... if anyne should have it pre-owned but that allows BM and YC an APC + Infantry rush to grab the cities in the middle earlier. But if I make these base neutral, would be giving a considerable adventage to GE and YC because their starting infantry. Kinda preffer the APC rush, it's an inofensive unit afterall and recon would delay too much to be an hazard for any side. |
|
dudeman33 (01/18/2015 03:45pm):
Very unfair map |
|
Madd Maxx (02/19/2015 05:04am):
8/10 . 10/10 if you add an airport for each team, good job! |
|
Madd Maxx (02/28/2015 05:34pm):
actually this is pretty cool map. 10/10 dont add the airports. :) |
|
IPS (03/15/2015 10:33pm):
Hnoestly I find it a lot better without the airports, copters would been a really huge anoyanse because a pair of battle copters would make not viable the plan of buying a battleship, in second point, B.Boats wouldn't be that popular because T.Copters are cheaper and can be used more than in just the coasts. I'm planning to remove only a single base (3 to 2) from there because in the room of this map I've created I'm seing too many infantries, and not that much tanks, isn't funny not being capable to kill more infantries than the produced ones. |
|
IPS (02/11/2017 02:39am | Edited: 03/25/2017 11:57am):
Edited the map almost 2 years later... - I swaped BM and GE positions in order to be more symetrical (not clockwise) - All 4 sides lost an owned base and became to neutral cities (preventing infantry spam) - GE and YC starts with FTA counter (infantry). I hope it has now a better FFA and 2vs2 gameplay. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites