Creator: BamboozleIV || First Published: 02/28/2015 || Players: 2 || Size: 23x19
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
walkerboh01 (02/28/2015 02:44am | Edited: 02/28/2015 02:44am):
This is cool, but I'm a little concerned that the fronts will develop right on the shoal bridges,
which will make it very hard for either side to really launch an attack. Maybe try moving the
base positions slightly to cause the fronts to form more clearly on one of the islands on each
side. Then the shoal bridges in the center are potentially useful as ways to switch fronts quickly,
rather than as the focus of the fighting.

Another thing you probably already considered is adding a pipe seam to that stretch of pipe. I'm
not sure if it helps the map (depends a lot on where exactly the fronts are set), but at least think
about it if you watch play-tests.

Also I'm sensing a name theme...
BamboozleIV (02/28/2015 03:05pm):
Tried moving the lone base up closer to the opposing landmass. If there was an imaginary line between the SW
and NE corners, that's there I envisioned the fronts to be, although they may be a bit lopsided. Hard to tell
without testing really.

I originally didn't consider adding a seam since I wanted the routes to the fronts to be interesting, but I also think
having a seam that could be broken around midgame will help add pressure on the enemy HQ. So I added one,
should be fun.

Xmo5 (03/02/2015 01:05pm):
If you draw a line connecting the two ports and extended it to the edges of the map,
that's probably fairly close to the front line I expect. Once the seam breaks, I imagine
it bending in the center, closer to the enemy HQ on each side.

Also, you forgot the FTA counter :P
BamboozleIV (03/03/2015 12:07am | Edited: 03/03/2015 12:09am):
Oops thanks, fixed. As for the fronts I guess I'll have to wait until playtests to see what direction is the best to take
them in.



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