Creator: Ninja_Weasel || First Published: 01/08/2015 || Players: 2 || Size: 23x23
Categories: B-Rank, Standard
Rating: 8.00 in 2 ratings
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Comments:
Ninja_Weasel (01/08/2015 03:10pm):
I originally wanted to make this a mixed base map, but I got this instead. I think it
turned out alright, though the map is fairly chokey. Also, the forward neutral base is
partially rushable but if each player sends their first infantry, they should capture
before an enemy infantry or recon could make it there.

So how does everybody else think it looks? Do you think it will play alright or should I
move some things around?
MorganLeah (01/08/2015 04:31pm):
I feel like 4 bases on this map is just asking for tons of infantry all the time.
Ninja_Weasel (01/08/2015 04:42pm):
That's probably a good point. Do you think it would play alright if I made the closer
neutral base into a city instead?
MorganLeah (01/08/2015 04:46pm):
I'd probably be more inclined to make the bases that the FTA counter is currently placed
on into cities, and make the centermost bases preowned.
Ninja_Weasel (01/08/2015 04:49pm):
If I do that, I think I might move the airport up by where the base with the FTA counter
is and cut off it's land connection to the other preowned base. That will at least delay
the expansion a bit and make that area more useful again.
MorganLeah (01/08/2015 04:51pm):
Works for me
Ninja_Weasel (01/08/2015 05:04pm):
Done
walkerboh01 (01/09/2015 12:23am):
The center seems perhaps a bit too city heavy. I like the look overall, though I hope it's not too
choky in key areas.
Xmo5 (01/09/2015 08:51am):
Yeah I've been seriously concerned about it being too chokey near the fronts since about
halfway through making the map. I was hoping that all the cities in the center would draw
more attention there. I was worried that there would be too much focus on the HQ/tower and
neutral base area so I added a couple more cities at the end to increase the emphasis on the
center.

I'm realizing now that some of my later additions in making the map made the path between
the neutral base and the one with the counter very direct which I don't care for. Maybe I'll
tweak it a bit.
tst5385 (01/09/2015 09:24am | Edited: 01/09/2015 09:26am):
For that concern, I think you worried too much. The position of HQ makes front-switching a critical part
to win, which means the center is already very important without contested cities. I think now the
weigh has been driven to the center and lost its balance. Play-test to make sure if that's true is
suggested though.
Ninja_Weasel (01/09/2015 12:51pm):
I made some alterations including a reduction in the number of central cities and a
modification in the shoal bridges for the base with the FTA counter. How does this look?
walkerboh01 (01/09/2015 05:01pm):
I think there are too many direct, unimpeded paths to the center for the neutral base, and too many cities in the
corners (where I doubt much will happen). I would at least remove the shoal bridge by the neutral base leading
into the center, de-mountain the HQ area slightly, and move at least one city from the corner into the little river-
locked area by the neutral base.
Xmo5 (01/09/2015 05:15pm | Edited: 01/09/2015 05:23pm):
Would it be equally helpful to remove the shoal bridge and move the river/bridges
somewhat a to redirect neutral base front towards the corners? I was never really pleased
with how dead the corners were myself and some relatively simple changes could make them
see more action by extending the neutral base's effective distance to the front. Along
with some city repositioning it should hopefully make that area a little less boring.
walkerboh01 (01/09/2015 09:55pm):
Sounds like a good edit to me.
walkerboh01 (04/26/2015 04:58pm):
7/10 for now, until edits are made.



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