Creator: Darkfd || First Published: 01/24/2015 || Players: 12 || Size: 100x50
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Rating: 5.33 in 3 ratings
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Comments:
Varker (01/24/2015 06:23pm):
Purple doesn't have an HQ or labs. I'd suggest adding the labs given that it's less risky than having 6 or so HQs
and less bothersome than replacing buildings with HQs given that labs don't give funds
IPS (01/24/2015 06:34pm):
Looking at the ports purple can't really have any Naval warfire unit because the ports are
sorrounded by just beachs and no acess to sea. Meaning it's only accessible for landers
and black boats.

GE has no beachs and their territory are different than any anyone's else. Fix these
obvius errors of atention, that happens to me too sometimes :/
the-deadly-shadow (01/24/2015 07:38pm | Edited: 01/26/2015 08:29pm):
This map will probably be unpublished soon, as its title is wrong. It counts as a 12 player map, so it can't be 12
vs.
1.

ah, it is a 6 vs. 6 game now.

By the way: PL has as much income as the others (correction: 2k less). PL can divide funds between fronts
and will a lot faster recharche his COP (which is a great advantage, especially for those with a strong SCOP). It
would be totally hell for the others if PL would take Colin.(Ok. you made it 6 vs. 6)

Soutern team has FTA now.
Jason_B (01/25/2015 04:47pm):
GE does not have a way to get non-infantry on the water. I think you forgot to add a few beaches to GE's fortress
of solitude.

This map looks like it could be interesting in FFA too. Having to eventually backstab your opponents would add an
interesting element to the invasion of PL.
walkerboh01 (01/26/2015 02:01am):
Uh... unless I'm missing something PL isn't playable. So all of their properties will be neutral at
the start of the game.
Xmo5 (01/28/2015 04:16pm):
Also, even if you make it 6v6 as the new title implies, the army that conquers ports on
the opposite side of the center island still has no means of launching a naval assault. On
the other hand, if you leave the ports open then the enemy can simply camp submerged subs
on the ports and make it impossible to capture them. I suggest that if you're going to
make is a 6v6 that you add some channels of water through the middle so that naval combat
can develop properly. Also, they'll need to be pretty wide to let units through at the
quantity that will be present on this map. You'll still need to fix GE as well so they can
actually participate the same as everyone else.

I also generally recommend making smaller, more manageable maps so that players don't feel
overwhelmed by how long and tedious the battle will be. Big can be okay, but there's
certainly a limit before it gets to be too much for most to want to play. Multiplayer maps
can suffer greatly from booted players too and the more players you have, the greater the
chance of the game being ruined.

Oh, and the thing that annoys me the most about this map by far is the fact that your PL
cities aren't mirrored! You have the two central ones on each spot going from top right to
bottom left, and yet in the center one they are side by side. This divides the left and
right sides of the map in a way that practically *requires* you to make the cities on one
side (either side) go from top left to bottom right. Seriously, my OCD is going haywire
right now. And yes, the GE asymmetry bothers me much less than this.



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