Creator: Ninja_Weasel || First Published: 01/07/2015 || Players: 2 || Size: 22x22
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Ninja_Weasel (01/07/2015 06:00pm | Edited: 01/07/2015 06:45pm):
Well, here's a map I tried to design around (kinda) similar principles to my recent map
Swirly Soup. I like the concept and I thought maybe a fresh start would help and this is
what I came up with. I think it has its own set of issues but I'll wait for some input to
see what others might suggest.

Also, it was just too much for me to make it so that Sami's (and Sensei's) landers
couldn't reach from the bottom right island to the main land mass in 1 turn. Between that
and all the central properties, I figure it's better to just ban her and be done with it.

So what do people think?
MorganLeah (01/08/2015 04:44pm):
4 bases in total might be excessive and invite infantry spam, although it's a bit hard to
say since they're spread out pretty well. Also the island-locked base probably won't see
too much use. First you have to spend funds on a T-copter to get to it, then you'd have to
spend a whopping 12k for a lander if you wanted to get anything other than infantry from
the island in the first place. I would either just not have that island base at all, or
remove a land base and put a lander in that region from the start (also I'd just make it
so that everyone could go from island to land in 1 turn in that situation).
Ninja_Weasel (01/08/2015 04:51pm):
Hmm, I see your point. I'll have to think out the details of how exactly I want to make
work the way I intend.
walkerboh01 (01/09/2015 12:14am):
I agree with Morgan, I'd just scrap the island base and replace it with a city. I'd also suggest
making the airport capturable by the base that isn't responsible for the neutral base, to preserve
semi-even fronts. Easy enough to change around the shoal bridges.

Otherwise it looks like this should play relatively well. I'm always a sucker for the pseudo 2v1
setup with support routes through the center. If you want a playtest, hit me up.
Ninja_Weasel (01/09/2015 10:58am | Edited: 01/09/2015 11:03am):
I originally did have a shoal bridge connecting the airport to the other base as well but
I removed it for some reason I can't recall. I'll put it back in, especially considering I
have absolutely no recollection of why I would have done that to begin with.

I'll also kill the island base/port idea because I can't make it work the way I want
without making serious changes. I like the rest of the map so I'd rather not do that. I'm
going to leave the river tile in place to force t-copter usage to get to the island, but
I'll add a 3rd city to make it more worthwhile. In exchange, I'm removing one by the
airport and replacing it with a mountain.

Edit: Changes made. I'll playtest in a bit and invite you, but I can't promise we'll be
evenly matched. I've had more success making 2P competitive maps than I've had winning on
them. (Which isn't necessarily saying much.)
Ninja_Weasel (01/29/2015 01:13pm):
Based on playtesting, I made some modifications to property count/location for
funding/capture phase reasons as well as some minor terrain changes to the same end.
Exchanged a city for a port so the bboat can be refueled. It also introduces the potential
for landers if the money is justifiable later on in the game.
Xmo5 (01/29/2015 01:17pm):
Oh I forgot to mention that I added some roads near the NE/SW bases so rockets were more
viable on that front.



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