Creator: Knowledgeable || First Published: 04/10/2015 || Players: 2 || Size: 20x15
Categories: C-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Bamboozle (04/10/2015 01:43pm):
The pipeseams in the center-top area aren't likely to be broken by either side just for the sake of adding more
land to fight over, so at first it seems like the front on that island will develop around those bottom two cities.
In the center island too, you'll most likely see the combat take place on those center cities. You should
consider adding some forests to break up the pattern of high-defense tiles (like cities, towers etc.) and low
defense tiles like shoals. As it is right now, it'll be hard to dislodge units off of those cities since the terrain
around them is so weak to hold.

You could also consider adding more land in general -- would give more space to allow terrain variety. Apart
from that this looks pretty interesting, and with the proper edits could be even more interesting.
Knowledgeable (04/10/2015 02:43pm):
Added a bit more land and some defence tiles, replaced two pipe tiles with mountains, what
do you think any better?
Bamboozle (04/10/2015 03:01pm):
Definitely improvements, terrain variety is a lot better now. In some areas it
might actually be a bit too much but that's not really a problem, one of the
hardest parts about mapping for me is finding that sweet spot where the
terrain has variety and dynamic gameplay behind it but still isn't
overbearing. So yeah, the edits made this a lot better =)

One more thing you could seek to improve on is the FTA counter. General
consensus is that the second-turn country should only get an infantry if
they have two preowned bases; if they just have one starting base, it's
better to just give the second-turn country a city near the enemy base that
will be captured in the first few turns so that the fund advantage evens it
out. You could consider making that neutral base by the HQ preowned, but
that depends on how you want the gameplay to form, it's understandable if
you want it neutral.
Knowledgeable (04/10/2015 03:34pm | Edited: 04/10/2015 03:42pm):
thanks for that, i picked the base at the top to be owned. Does this work FTA wise? its just i
think leaving the neutral base by HQ neutral will keep it more interesting, as you have to get
to it to defend it. was thinking about adding a transport for each team?
lander/blackboat/tcopter, not sure?


Bamboozle (04/11/2015 01:31pm):
Yeah this FTA counter works, don't see any glaringly obvious issues with it.
As for naval transport it depends on what type of early game you want -- you
could make players capture properties first and then let them decide when
and where to allocate funds for a transport, or you could give them a
transport right off the bat which will speed up the capture phase but could
potentially lead to less interesting deployment scenarios. But I'm just theory
crafting, you could try a test on both versions and see which one you prefer
=)
walkerboh01 (04/11/2015 08:50pm):
With regards to the neutral base, the potential problem is if its capture can be disrupted. I would
guess that it can be, though I haven't played it out to be sure. I would recommend either making
it preowned, removing it, or giving the players a quicker way of capturing it (perhaps a transport
like Bamboozle suggested).
Knowledgeable (04/12/2015 08:54am):
i think you both could be right, i played a game on it, and never managed to capture the base.
i put it down to a mix of good game from opponent and bad game from me. neither of us
captured my base, i just wasnt fast enough to prevent him blocking it. Was going to try
another game as it is, think it could of played out quite well but maybe ill just make it pre
owned
Knowledgeable (04/17/2015 07:10am):
Made bases in lower region pre owned and relocated slightly, also added transport



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