Creator: BamboozleIV || First Published: 03/07/2015 || Players: 2 || Size: 17x17
Categories: B-Rank, Standard
Rating: 7.00 in 1 rating
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Comments:
Everdan (03/07/2015 06:20am):
Map looks great! North and south mountain clumps restrict movement enough to make for interesting front
dynamics. I also like the aesthetics.

Not sure about the HQs, it seems they're completely vulnerable seeing as they're so close to the enemy base
on a 2v1 base setup (potentially with airport as well.) I'd shift them back a couple tiles or place B-boats on
them, or both.

The divided fronts thing is interesting. Because AA's can't switch fronts and vehicles can't cross rivers, copters
and footsoldiers will be much better than normal here, which potentially makes Eagle and Sami overpowered.
(Sami especially, she'll love parking infs on those mountains where they're within reach of the HQ.) I'd remove
a river tile on both sides, or at least replace it with a pipe seam to give the option of front-switching. Also I'd
remove some of the central mountains, perhaps those next to the broken seam, and make the seam a solid
pipe, which should help make footsoldier spam less broken.

Lastly there are some minor STA issues because the base with the counter gets the neutral base and gets
more nearby cities. A redistribution of nearby properties will be enough to fix this.
walkerboh01 (03/07/2015 05:42pm | Edited: 03/07/2015 05:55pm):
You need to change which base captures the neutral base, Everdan is correct. Currently the
STA will be intense.

One simple way to do this is to remove the one of the river tiles separating PC's southern base
from the neutral base (or just swap the preowned base and the missile tile next to it). That way
BD has the choice of capturing with either base, and they should make the correct choice and
capture with their northern base. This can be a little bit of a new player trap since it won't be
obvious which base is the better choice, but I think this is okay since new players won't have
efficient capture phases anyways (so the STA from the map will be negligible).

I actually disagree with Everdan, re: the mountain clump. The front won't set up near that
mountain range at all due to the 2v1 base setup. I would guess that the front will line up right in
front of the HQ, and there will be next to no fighting on the top/bottom edges of the map. I think
you need to move the HQ, maybe by swapping it with one of the cities in that little cluster of 3 a
bit nearer to the lone base.

Another option is changing the route option for the neutral base to support the HQ front. If you
removed the mountain north of PC's tower, that could make for an interesting support option,
since it allows the player to delay the choice of which front to send units to (currently they have
to choose as soon as they first move the unit off the neutral base). The HQ still needs to move
back a bit, but then it's a little better supported. And it also addresses Everdan's concern about
AA's, which is well-founded.
BamboozleIV (03/08/2015 02:44pm):
Made the aforementioned changes regarding mountain placement in the center, HQ placement and STA (which
hopefully won't be as bad now). Fronts should be a bit healthier now too.
walkerboh01 (12/18/2017 04:05am):
This map needs a little bit of a rethink. The central airport causes problems still, and should probably be placed
closer to the HQ side. 3 bases seems like one too many, as the two-base side can pretty easily power through the
lone base by trading infantry and pressing with vehicles. There aren't enough options for reinforcement of the lone
base in general.

Overall I'm not sure how many of the primary issues can be fixed due to the size of the map and relatively short
distance from the bases to the fronts. I removed from Under Review for now.



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