Creator: Fwlch || First Published: 01/22/2015 || Players: 2 || Size: 22x22
Categories: B-Rank, Standard
Rating: 10.00 in 1 rating
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Xmo5 (01/22/2015 01:07pm | Edited: 01/22/2015 01:10pm):
Is the tower supposed to sound the alarm and warn everybody that they're under water?

Ah, I see some more terrain has been added. Nice use of the black tiles. I'm interested to
see how this map turns out.
Fwlch (01/22/2015 01:38pm | Edited: 01/22/2015 01:41pm):
I forgot that black tile maps are automatically published, haha. I'd just uploaded a blank
map with the black tiles and started copying over the terrain from my mockup map.

The pipe seam is placed so that you need Rockets to break it open (4 tiles away so Max
isn't left out), since the Neotanks can't attack it directly. Those corners of the map are
pretty chokey; the attacker should be able to break through the chokepoint by landing
troops past it, and if they save up for a Battleship that will also help to break up
defenders. There might not be enough funding to support that, at least not on 1000/property.
Xmo5 (01/22/2015 01:55pm | Edited: 01/22/2015 02:00pm):
This looks great aesthetically and it seems like it should play well too. The map setup
might actually encourage players to build landers because land bridges to the center are
so narrow. Not often you see a map like this with no air units so it's also different in
that regard. As I said before, I really like the way you used the black tiles here, though
I'm worried the 2 neotanks will be too powerful when they come in. Also, there's probably
some STA because of the neutral base front being so much more important (in terms the
capture phase).

Anyway, I'm throwing this into New because it looks good and I think it has a lot of
potential, especially with fine tuning of the corner units.

Oh, I should mention that if you make changes and you want the map looked at again, feel
free to PM any of the MC members here or PM/post about it on the new forum:
http://isndev.omgforum.net/f29-advance-wars-fire-emblem. Without reminders, it's hard to
go back and keep track of who's made what changes so that's probably the best way to do it
once your map is off the 10 most recent list.
Fwlch (01/22/2015 02:12pm | Edited: 01/22/2015 02:21pm):
Hm, how do you recommend I handle the STA? I feel like putting PL's Infantry farther back
or giving PL a city near AB's bases will swing it back to FTA for AB.

Maybe I should put an enemy unit on top of the pipe seam to delay its breaking? Something
like a Lander would make the breaking take two more turns. I confess, I do want the
trapped units to be Neotanks or similar, since you'd hardly ever build one on a map like this.
Xmo5 (01/22/2015 02:43pm):
As far as countering the STA, it will be a bit tricky I think. The main things to consider
when looking at base importance will be valuable properties or targets (important neutral
production facilities especially) and proximity of cities to the base (for early income
boosting). The base with the counter now is the one that will be responsible for the
neutral base, the port, the lab, and freeing the corner units. To top it off, it has the
only 1-move city and 2.5 of the 4 2-move cities (they can both get to one of the cities in
2 moves). This puts PL ahead on the important front while leaving them behind on the front
that has much fewer gains (a few cities and arguably a tower whose capture will be well
before it's needed anyway).

In an ideal world, those two bases would be of equal importance so that giving PL the head
start on one equates to being halfway ahead and halfway behind. The best (clearest) way to
fix this kind of problem is to make the two fronts even- typically a neutral airport is
used to balance the neutral base on the other front. That would be really hard in this
case without altering the map a bit (probably more than you want) so alternative solutions
might be worth looking into. Maybe something creative like putting the lander on the seam
(but only to stall PL, not AB) would help compensate, but things like that would have to
be tested to really know if they work the way you want them to. In the end it doesn't have
to be perfect but, as it is now, I think it might be a bit much without a couple tweaks.
Fwlch (01/22/2015 03:12pm | Edited: 01/22/2015 03:31pm):
I shifted around a couple of the home cities; the counter base's 1-move city is now a
3-move for the other city, which now has the only 1-move city. The counter base also had
one of its 2-move cities removed outright. Now it's at 26k funds for three bases+ports.
Might not be enough funding.

I'll have to think more about further changes.
Xmo5 (01/22/2015 04:32pm | Edited: 01/22/2015 05:01pm):
26k should be enough- you want to balance it so that battleships aren't just casual
purchases but you want to make sure the neotanks can be countered. I'd actually be tempted
to drop the funding to maybe 24k. It allows for building (for example) rocket + tank + inf
or even neotank + inf + inf (which are probably your best neotank counters unless you
resort to arties) but requires a more substantial savings to build a battleship. At 26k
you could build rocket + 2 inf followed by battleship + tank or battleship + 3 inf. It
just seems too easy.

Oh, I just thought, you could always move the labs to the other front (maybe against the
bottom where that city is, next to the mountain) and make lab units something useful
around the time they would be captured.
Fwlch (01/22/2015 06:30pm):
Okay, replaced the city on the bottom/top next to the mountain with the lab, making
funding 25k.

But now the tile that the Lab was on becomes a black tile unless I set it as a property or
silo tile. That's unexpected...
Xmo5 (01/22/2015 08:05pm):
That's very odd...
walkerboh01 (01/24/2015 03:56am | Edited: 02/03/2019 06:55pm):
I left some comments on your thread: http://www.takeyourturn.net/t742-thoughts-on-first-design-map

Very nice overall, keep up the good work!
Fwlch (01/26/2015 01:05am):
Removed a city from the center and opened up an alternate route to it, broke the pipe seam
near the neutral base and added a black boat to the HQ.
the-deadly-shadow (05/09/2015 05:30pm):
Your lab turning in a black tile is just a short lived problem. If you wait a few minutes
and reload the page you will see that is no black tile anymore. It happens sometimes.

What I would like to remark is that AB can move the Black boat from the HQ to the base. On
day 2 it can be put at the shoal at distance 3 from the northern base. This enables the
infantery on the base to enter the black boat and be unloaded one tile closer to its
destination. This means that it can capture the base a turn earlier using the black boat.
Maybe this is just eliminating the STA you were talking about, as the infantery that
leaves the base on day 2 needs one turn less of traveling, if you move the black boat.
However the advantages it gives in the early turns does compensate it.

I agree on the power of the neotank. Maybe you should connsider downgrading them to
smaller units.



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