Creator: BountyFrog || First Published: 08/10/2015 || Players: 2 || Size: 15x15
Categories: None
Rating: 5.50 in 2 ratings
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Comments:
BountyFrog (08/10/2015 10:45pm):
Same as the last one, please tell me if you have suggestions... And I know the name probably isn't completely
accurate. XD
TheParasiteGuy (08/11/2015 03:33am):
I would suggest giving each side a second starting base, myself, as right now Cobalt Ice has a clear advantage at
the start. Other than that, I like this quite a bit. The game will probably end pretty fast, but that's not a bad thing as
such. Good stuff.
Bamboozle (08/11/2015 05:24am):
HQs also feel pretty exposed with their proximity to the enemy neutral bases, and
your FTA counter definitely causes STA. I would personally bring the neutral base
closer to the preowned and change the HQ locations, and fix the FTA counter by
adding a preowned CI city near the RF bases for a fund boost, as an infantry FTA
counter is too strong on 1 base preowned maps.
the-deadly-shadow (08/11/2015 09:35am):
My suggestion for a proper FTA counter: giving both sides an infantry and allowing the
predeployed CI infantry to capture the base one turn earlier.

To be honest, you don't wan't to control the center, I suppose player to go right for the
enemy HQ.
BountyFrog (08/11/2015 11:56am):
Okay... Thank you all for your criticism, I will make the appropriate changes.
BountyFrog (08/11/2015 12:00pm):
Better?
Bamboozle (08/11/2015 02:57pm):
Bases are still a little too contested imo but yeah, good improvements.
Xmo5 (08/12/2015 09:49am):
Agreed with Bamboozle that the neutral bases are too contested. Personally, I'd swap the
neutral base with the neutral city against the outside edge, about halfway up on the right
and left. I'd then prefer if there were a side entrance to the middle from each side,
probably near the interior used missile silos, but you'd have to make it the "path of
least resistance" for the neutral bases to get to the middle. Along with that, the outside
corners where the bases are could use some cities and roads to make access easier and more
desirable. This will encourage more conflict in that area and will help keep the battle
from stalemating with a big group in the middle. Forward cities that are worth fighting
for are important in achieving a fun and interesting map.

I also recommend that starting cities are not given, with the exception of the FTA counter
city. In that case, the only preowned city should be within a single infantry move of the
enemy's starting base.
BountyFrog (08/14/2015 12:20pm):
Ok... I will make some more changes...



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