Creator: Dreadnought || First Published: 01/25/2015 || Players: 2 || Size: 20x20
| Categories: C-Rank, Base Light, Standard | ||
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| Comments: |
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Dreadnought (01/25/2015 09:39pm):
Seeing as I've had an account for a while now, I decided to try my hand at making a two player competitive map. Anyway, I tried to follow standard conventions but any tips on how to make it better would be appreciated. |
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Xmo5 (01/25/2015 11:02pm):
Not too bad overall, but I have 2 main suggestions for improvements: 1st, I'd suggest moving the bases further away from the fronts. For OS's south base I'd move it NW, maybe near those cities behind the lab, and for the north base I'd move it S, W, or SW. The idea is that you keep the enemies' bases far enough apart that a larger fraction of the map can become the battlefront. Right now units can attack almost right away which makes too easy to quickly counter enemy plans. With longer supply lines you have to strategize and plan ahead more. 2nd I would make the fronts a little less heavy and reterrain a bit in general. I'm assuming that it's partially so heavy to compensate for the close proximity (I could be wrong of course) but it will probably negatively impact the gameplay. Now, if you move the bases back, you'll have to take into consideration where you want the battles to form so you'll probably have to reterrain a bit anyway. It's good to split the fronts (as you've done a bit with your mountains adjacent to the shoals) but from farther away it will be more difficult. The shortest path is generally favored so it's probably good to make sure that the bases have a hard time taking the direct route (mountains close to the base forcing deployment towards the north/south a bit can do this) and also have incentive to take the "long way" (your tower does this nicely). Keep in mind that forests are great at directing units too, but you don't need a lot of them if they're well placed. Just imagine you built a unit off of that base- where would you send it? What would make you change your mind? Anyway, it's a decent map and I'm going to put it in "New" because it has good potential with some of those edits. Also, feel free to drop by the new forums and make a post about any new maps you make: http://isndev.omgforum.net/f29-advance-wars-fire-emblem We Map Committee members can get fairly busy, but seeing people posting maps and asking for feedback in the forum is generally a good indicator that this person is worth spending the time on because they are legitimately interested in improving their map(s). Not that we don't make an effort otherwise, but it's nice to see map designers making an effort too :). It's also a great way to announce that you've made changes and want the map reevaluated. Anyway, hope this helps and hope to see you there! |
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walkerboh01 (01/26/2015 02:00am):
Xmo5's comments are spot on. I would add that if you adjust the base position, just keep in mind to also move the tower accordingly. |
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Dreadnought (01/26/2015 02:31am | Edited: 01/26/2015 05:28am):
Thanks for the advice, I moved the bases back and tried to make the terrain a bit less heavy. In addition I tried to make the the split fronts a bit more defined, though it did make it have a bit tighter choke-point. The general idea is that the base with the BM soldier on it and corresponding OS base will use the longer front for the offensive because the other team can defend the short front more readily. If there is anything else I should add or subtract just let me know. |
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Everdan (05/04/2015 05:45am):
I get the reasoning behind why you set up the fronts this way, but I'm not too sure that it works. The mountain- ed off areas are likely to choke because there's no attacking room, which encourages more static, defensive play, and that's something you don't usually want on a map. Furthermore, all the fronts are quite cut-off from each other, which limits any chance to switch fronts strategically, and that's not very good on a competitive map - you want to give players more movement options, because it rewards the players who can effectively utilise these options. There is some FTA because the BM counter base is responsible for getting much fewer properties than the non-counter base, so effectively OS is getting 1/2 turn ahead on the more property-heavy side. But more troubling is that there are very few contestable cities - maybe 2 on the whole map - and so the game's likely to stalemate anyway. Sami may be top tier here (or even broken!) because mechs are so powerful - they can cross the rivers and mountains unimpeded, and the HQs are quite exposed to rushes. (note that once she builds her SCOP, there's very little you can do to stop her parking a footsoldier in range of your HQ and swooping in for the win.) I would really suggest removing some of the rivers in the centre to create a small path between the two fronts to allow for decent front-switching. Removing a couple mountains from the top and bottom might not be a bad idea either. I would also widen the chokepoint near BM's counter base to 2 spaces wide. Redistribution of properties is a must to fix FTA issues and create more contested cities. As it is, I don't think a 3rd base is a good idea because it will only exacerbate the brokenness of footsoldiers. Once you fix some of the other stuff it might be worth a shot here. |
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Dreadnought (11/06/2015 01:02pm):
Alright, finally got around to fixing this. Didn't change it too much but I changed the middle to oceans and opened up the fronts a bit so hopefully it will stalemate less now. |
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Dreadnought (11/06/2015 01:05pm | Edited: 11/06/2015 01:05pm):
I also added a couple cities so the side BM's starting inf has an extra property to capture. |
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