Creator: Xmo6 || First Published: 08/26/2015 || Players: 2 || Size: 21x20
Categories: B-Rank, Mixed Base, Standard
Rating: 0 in 0 ratings
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Comments:
Xmo6 (08/26/2015 02:45pm):
Okay, so this one is a little unique in a couple aspects and I hope it's still playable.

First, and most obviously, the predeployed infantry are responsible for capturing the
neutral base and airport, so that front will be slightly delayed like a normal neutral
base, but it will be further from the starting bases than usual and the capture phase will
move more quickly overall. I'm hoping that has some interesting impacts on the development
of the battle in the center. The beginning should play like a mixed base, but I think once
the battle fully develops, it might play more like a left-right with the exception of the
wrap around at the corners.

Second, I included 2 towers per player with this map, but I covered one with a carrier.
Option 1: The player deletes their carrier to capture the tower. Option 2: The player
leaves the carrier in place to prevent enemy air units from getting too aggressive and
possibly for the opponent to destroy if/when they take the lone base, contributing greatly
to S/COP charging. In other words, you can use it as an offensive or defensive push,
whichever way is more beneficial to you at the time, though the defensive option is more
conservative as there is still opportunity to switch to offensive mode at any point.

Funding is also a little high, at 22k, but I'm hoping this will encourage enough air units
(possibly more expensive ones) instead of tank spam. I'm worried though because of how
isolated the bases are- it may favor vehicle production too much. I might add a 4th base
or make air units more viable if that seems to be a problem.
xushu (08/27/2015 09:28am):
2 towers + 22k = lots of BCopters... that might be problematic. Not a giant fan of the corner bases;
doubt that they will be that useful outside of infantry, but I could certainly be wrong. I feel that the
center is going to draw the majority of play. Otherwise, it looks pretty good to me. ^_^
Xmo5 (08/27/2015 03:42pm):
Hmm, do you think that moving the carriers more forward would help alleviate that a bit? I
toyed around with a couple of different ideas, but I liked having them cover the towers
like that for the reasons in my comment. Not sure I would want to include 2 towers otherwise.

I'll have to think about the corner bases a bit, but my hope was that the artillery and
rocket locking possibilities of the more central enemy base might make them more
attractive. Ultimately, I'd like to see a base swap with the two internal starting bases,
but I don't think it's critical.

Thanks for the feedback!
Everdan (01/13/2016 01:17pm):
The split base concept is nice. I think you could move the base one space away from the reef, then replace the
reef with a mountain to make arty-locking slightly less easy, since it's currently quite easy and is too powerful IMO.
I'd like my opponent to have to work for the arty-lock, not just churn out an arty and instantly cripple one base.



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