| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
Xmo6 (09/22/2015 07:19pm):
Map idea I had based around the idea of transports playing a decent role in the battle. In the capture phase there are some interesting options to consider, plus later in the game, successfully breaking the pipe seams gives you an advanced landing zone that might help you in a final push. Initially I had the second base preowned so the HQs were more exposed, hence why I added the blackboats. Not sure if they're needed anymore, but I might leave them just to discourage a Sami rush or anything. Thoughts? |
|
Bamboozle (09/23/2015 07:30pm):
The pipes are so cool for limiting infantry expansion in the center, while they can be broken for direct assaults lategame. Hell, if you're being pushed in especially hard you could choose to leave them unbroken to provide cover for indirects on those shoals. Lots of possibilities there. Sides might be problematic though, due to the lack of contestable properties in the HQ area. It looks like that city 2 spaces to the east/west of the HQ would go to the opposite country then swap once the HQ side produces vehicles from its base, but apart from that it looks like it could be slightly stalemateish. |
|
Xmo5 (09/24/2015 09:55am | Edited: 09/24/2015 12:32pm):
Hmm, I was actually worried about how the side fronts came out. Maybe I'll shake up the city locations a bit and see if I can make it more worthwhile to advance. Alright, I moved some cities around and relocated one that used to be on the corner island to the HQ area. Hoping this will help, but I think I'll have to test it to be sure. |
|
Everdan (12/30/2015 08:10am):
nice map! I like the island base + 2 landers thing, the cool part is that there's meaningful choices regarding which fronts the units can be deployed to and which fronts the landers support. airports are in a nice place for copters to switch fronts safely. the centre seems too cramped for my liking though, maybe remove the central four mountains to open it up. i'd also like to see a safe route for each side from the corner fronts to the central fronts to open up some front- switching possibilities, as it is the neutral base on the island has to commit troops very early on to either front and can't switch them around afterwards. possibly this can be fixed by moving the mountain diagonally adjacent to the pipe seams so they are right next to the seams. the side fronts look somewhat cramped to me as well, since the frontlines are likely to end up a bare four spaces wide. the distribution of cities around the map seems somewhat off to me as it favours the corners disproportionately, which means the neutral base on the island is responsible for 6 cities and 1 airport while the other two bases combined contribute to just 9 cities total, and the 7 cities are closer together than the 9. which means that there is likely some small but non-negligible amount of FTA. Deleting a couple corner cities, and pulling the city 2 spaces vertically from the HQs back one or two squares would help open up those fronts and reduce potential FTA issues. other than that nice map, I can see a lot of dynamic potential on this one once you tweak it! |
|
Bamboozle (01/24/2016 05:27pm):
Agreeing with Everdan. Lots of dynamic potential which can really propel it into the next level, the edits before were great but with a few more on the aforementioned issues I can easily see S-Rank potential here. |
|
FLUFFYabuserKID (09/09/2016 02:41am):
Im new to the site and old to the game. |
|
walkerboh01 (06/24/2017 03:15am):
I gave 7/10, but would quickly update it to a 9 if you fix the FTA issues involved with having one preowned base. |
|
Xmo5 (08/22/2017 11:42am):
Looking back at this, I fully agree with pretty much everything you said, Everdan. Now if only I could edit it... Walker, what about the predeployed infantry vs a starting base makes it more prone to FTA? Is it the funding difference at the beginning? I basically set it up as a 2-base start, but delayed one by a turn by making it neutral and giving it a predeployed infantry (It takes 2 turns to capture, but you already have the inf after you cap it on Day 2, so it's only a 1 day delay, and the infantry being predeployed makes up 1k of the 2k funding you miss). It was designed to help prevent rushing of the HQ front and I didn't think it contributed to FTA. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites