Creator: BamboozleV || First Published: 03/17/2015 || Players: 2 || Size: 23x21







































































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Comments: |
Everdan (03/18/2015 01:50pm):
Map looks great, interesting 2 airport + 2 base setup, early-game funding's nicely tweaked to make tough decisions on vehicle deployment - although it's theoretically 25k per side, most likely you won't be able to reach 20k funding per turn in the early game since there are so many contested properties, which makes it difficult to deploy 2 copters per turn - nicely done. One concern I do have is that GS's southeast base can potentially get cut off from the centre because the only route vehicles can take to the centre is that land bridge, which happens to be closer to YC's base. If YC occupies it first, the southeast base is going to be quite literally stranded there. I think it'd add more front- switching options and strategic depth if the base at the southeast could potentially support the centre. To fix this, you could remove the pipes near the southeast airport, providing an alternative route for vehicles to move by, and also widen the land bridge to 2 spaces so it's more difficult to blockade completely. Another good idea would be to move the bridge a couple spaces south so it's more accessible to GS. Any combination of these would work too. I'm slightly concerned that the HQ is vulnerable here. YC's northeastern base has a more or less direct route to GS's HQ, while GS's southwestern base has to take a long convoluted trip to reach it. Overall I think it's actually about the same distance for each base, and remember the southeastern base can't even support the HQ if YC plays it right and takes control of that land bridge. This would be partially solved by fixing the first problem, but still, it's problematic. I actually rather like the movement restrictions on the river-surrounded base, so maybe the best solution is to put B-boats on the HQs, move them back slightly, or do both. Lastly, I think there's FTA because the counter base gets to capture much fewer properties than the non- counter base. Redistributing the properties should be enough to fix it. By the way, I'm really liking those shoals on river corners - they look so good I want to start using them on my own maps. Cheers! |
Bamboozle (01/24/2016 06:15pm):
Thanks for the feedback. Redistributed city placement, opened up the bottom routes and bboated the HQs. Hopefully most of those issues should be at least improved. |
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