Creator: the-deadly-shadow || First Published: 04/21/2015 || Players: 13 || Size: 37x40































































































































































































































Categories: C-Rank, FFA Multiplay, Standard, Teleport Tile | ||
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Comments: |
the-deadly-shadow (04/21/2015 06:42am | Edited: 05/13/2015 10:51am):
I made this quite assymmetricly. This gives players the ability to chose a position to their preference. I gave the players in the centre something extra, as I expect them to have the dissadvantage due their position. The map is quite base-heavy. Maybe one should set funds to 1500. There are 13 sides, they should all have some advantages. If one side is in a unfairly bad position please let me know. By they way: this map is meant for fog of war. Lol, someone gave the map a 10 without commenting. Maybe I should self-vote a 10 as well to show that someone else gave a 10 ;) Seems it was Nyvelion. However it did not deserve it at that time, as I forgot to give GE a HQ. So I suggest it would deserve at most a 10-1/13 at that time. Also a city near one of AB's bases was lacking. |
Nyvelion (05/13/2015 09:07am):
It was MEEEEEEEEEEEEEEEEEEEEE Map is cool and unique looking which is the main reason I give 10s |
Sean Et Cetera (12/16/2015 10:46am):
Unless I'm mistaken, but the first four (OS, BM, YC, and GE) would need to do this on their first turn: 1. Load the Inf into the APC 2. Move the APC to where the Inf was 3. Unload the inf to where the APC was 4. Have the sub dive Sub stays fueled and is "submerged" and the Inf and APC really can't be touched. Wouldn't this force a stalemate as long as they don't get booted, barring someone having and being lucky/smart with COP/SCOP with Rachel, Sonja, Strum, and Von Bolt? |
the-deadly-shadow (01/22/2016 05:12am | Edited: 02/03/2016 08:17am):
You are wrong, the first 4 should do this, dive the sub, capture the RF city. The next turn they complete capturing. The turn after they should move the APC at the inf starting position, and unload the infantry. This causes a stalemate indeed, but I wanted to give the first 4 an option to move to the other side. All other entries are locked and can be locked easily. To prevent this stalemate, I will make the HQ's of the first 4 capturable. The editor does no longer work. All players lost predeployed units due to this bug. There were meant to be black boats to prevent unwanted traveling. BM had an infantry at their HQ. |
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