Creator: Knowledgeable || First Published: 04/11/2015 || Players: 2 || Size: 20x20
Categories: C-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Bamboozle (04/11/2015 01:27pm):
This is interesting as well, the rivers make for some cool front divisions.
However it will most likely stale in some areas such as that southern front
with the shoals; changing those shoals to land would be the most obvious
fix, but perhaps you could also rearrange the terrain in that area in general. I
think you could try experimenting with a more dynamic terrain style (see
http://isndev.omgforum.net/t674-map-making-guide-aesthetics-and-terrain-
variety-by-smackcakes) which will definitely help even more.

For instance, see that row of tiles just below the shoals on the bottom front.
You can see it goes from a lower-defense tile like roads to suddenly a long
string of forests and cities which will make any offense in that area pretty
hard to launch, and will make defending pretty easy. Forests also hamper
vehicle terrain so they're best used in concise and well-executed spots.

Your maps are definitely starting to show promise through, keep at it =)
Knowledgeable (04/11/2015 02:04pm):
Thanks for the help. i removed shoals like you said, also removed a few forests from
around the map.
ill go and take a look at that guide and see if i can improve it or just apply to next one.
Cheers :)
Knowledgeable (04/11/2015 02:53pm | Edited: 04/11/2015 03:20pm):
done away with other shoals in southern area and created small channel through. Also
added bridges by neutral base to try and open it up slightly, little bit more replacement of
forest
road and plains. also moved comm towers
Bamboozle (04/11/2015 03:25pm):
Good improvements! Bottom front now has a nice mix of terrain compared
to the previous version, and the bridges near the HQs are great for front-
switching. Airport location is a bit too close I think, and you can readjust the
spacing of those northern cities, but you're making progress fast.

One thing I'd like to point out is that maps that are completely mirror
symmetrical like this are much much harder to balance than maps that
follow different patterns of symmetry since there's really only a few
columns of land to fight over. If you see a lot of S-Rank and Global League
maps, very few are made with complete mirror symmetry (with the
exception of Caustic Finale -- that's one way to do it really well). Not saying
it's an unfavorable thing, games can turn out really fun due to the
constraints on the map, but generally it's not super optimal for gameplay.
Knowledgeable (04/11/2015 04:31pm):
Thanks ill keep that in mind. Moved airports higher and further apart with pipe between and
added coast to northern most island to make area more accessable
walkerboh01 (04/11/2015 08:52pm | Edited: 04/11/2015 09:01pm):
+1 to using rotational symmetry. Or if you really want to use mirror symmetry, it's best to make
the map an odd number of tiles across, so that you don't end up with lots of adjacent cities in
the centerline.
Knowledgeable (04/12/2015 08:37am):
thanks for the input, every bit helps improve my maps,



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