Creator: djmoneystax || First Published: 04/14/2015 || Players: 2 || Size: 20x20
| Categories: None | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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djmoneystax (04/14/2015 02:44am):
First map hype! |
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thecranman (04/14/2015 08:10am):
I like it. One of the better map's I have seen on here. A good mix of everything, that is how it is done. 10/10 |
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Xmo5 (04/14/2015 11:37am):
Hi djmoneystax and welcome to the site! Congrats on making your first map too, the reward for which is an open door through which the AWBW community can send lots of criticism! :P I'd add "just kidding" but it's actually kind of true. That's okay though, criticism is multipurpose problem solver for growing thicker skin and making better and better maps, so all that silver lining stuff ends up working out in the end! As a member of the Map Committee (you can recognize us by our blue comment backgrounds), I'll do the honors of giving you your first bit of constructive criticism, but you have to understand that playing on AWBW is quite different from playing against the AI from the games so some of this might seem different from what your personal experience tells you. First things first, it's generally frowned upon to have all of your units funneled down to a few narrow points because it means that most players will just camp on either side and never progress because the amount of damage you can do in an attack is insufficient to break through the well-established and well-defended enemy lines. Another thing to pay attention to is property clumping; right now everyone will rush the center because it's the only place that matters. Additionally, the high importance and defensive value of the cities compounds with the chokepoints as all units are heavily drawn to that area and are also more difficult to dislodge. A more minor point to pay attention to is funding. The AWBW convention is to fill every base every turn, basically making sure that no matter what you buy, you have enough funding left over to get an infantry on each base (does not necessarily apply to airports/ports and in rare circumstances). As a result of this, you have to be careful how much funding you have compared to how many bases you have- right now your map is a bit base-heavy. This means that there will be a lot of infantry wandering around the map and clogging up the narrow pathways that exist. To improve on what I've brought up, I would make 3 simple suggestions: 1) Open up more pathways and widen the pathways that exist. It's okay to have some tight chokepoints here and there, but they shouldn't be in the heart of the battlefront and they should be balanced with more open areas. (Balance is always key!) 2) Remove a some bases from each side so that each player has around 2-4 (which is good for this funding level) 3) Spread some of the central cities out a bit so you don't have a giant flock to the center. Make use of the rest of the map too and draw attention to more remote places on the map to keep things interesting. Anyway, hope this helps! Feel free to follow up with any questions or comments and I'll be glad to write some more (my fingers need the exercise). Happy mapping! :) |
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walkerboh01 (04/15/2015 03:04am):
To improve on what Xmo5 said, I would recommend replacing all instances of "hype" with "thug magic" in any future map comments. |
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