Creator: Jackie Milton || First Published: 10/06/2015 || Players: 8 || Size: 17x17




















































































Categories: Toy-Box | ||
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Comments: |
Jackie Milton (10/06/2015 08:10pm | Edited: 12/18/2015 05:56pm):
Only 90s kids will remember such titles as Quake and Doom... For real though, check it. Pretty straight forward. build some units, kill your enemies' units. I'm not 100% on balance. For FFA, I think it's okay, though FTA might prove to less benign than I thought. For Teams, I think the setup is good for 2v2v2v2 and 4v4 (ABCDDCBA and ABBAABBA). In essence, Comm Towers represent weapons/armor, Labs represent abilities or something of the like, Cities represent health, and Missles represent special weapons. Game Specs Starting Funds: 9000 Funds per turn: 0 Weather: Clear or Random (maybe not such a good idea with 8 players) Capture (For FFA ( or CTF)): 12 or 13 (I'm assuming Labs and Towers Count) Days: Might be a good idea to set a time limit. CO Bans: Everyone but Javier Unit Bans: All except Infantry, Mechs, Recons, Artillery, and Tanks Lab Units: Recons, Artillery, and Tanks I understand eliminating all enemy infantry will not win the game (duh subs). Players can either resign or the time or capture limit ends the game. I think I'm doing justice to the FPS concept. Heck, even Spawn Killing and Camping is exaggerated here. Unfortunately there is no 720 backflip quickscoping... On teams, the far corners won't reach the front as hastily. I don't know if this will be an issue or not, but I am acknowledging it. Tell me your thoughts! -J.N.M. (The "N" stands for "my Nipples are like pencil erasers") |
Xmo5 (10/07/2015 09:46am):
(All feedback is based off of my Quake experience. I never actually played Doom.) Hmm... there's a lot to think about here. I'm not sure how well FPS will play out on AWBW, but it could be fun exploring. My personal feeling here is that there are too many labs- I'd reduce it to 2. It's rare that quad damage or invisibility etc. show up more than one or two at a time, so here it should be equally rare and heavily contested. Just like in the game, you have a lot of people gang up on whoever wields that extra power. As a result, I would even make the lab units recons instead and let both infantry and mechs be used normally. I'd also drop the funds to 0.5k so limited recons can be built- they could get dangerous in large numbers, but are otherwise counterable by cheaper mechs. Lowering the income also limits mechs too since they wouldn't be lab units under that rule set. I'd stick with clear weather because there really isn't much of an analog to cycles of snow/rain etc. and it would just make things painful. I can see benefits to fog on and fog off, but with recons that might make them OP. Oh, and using Javier might be more representative of FPS in that it will take a bit of fighting back and forth (sometimes) before someone dies, but if you manage to get 2 (or 3!) towers, fighting might get bogged down and you'd probably be making infantry faster than they can be destroyed. Maybe Lash would be good? Might help exaggerate the high/low ground, since towers will diminish that effect. Her recons would be brutal on a COP, but I think the map is tight enough and there would be so few recons that this probably wouldn't be an issue. With respect to winning, I'm strongly in favor of both time and capture limits. There really isn't a way to set a frag limit on AWBW, so the capture limit is as close as you can get, I think. If you had only predeployed units that you could deliver such that you had one on the map at a time (honor code would be important), it would work as a set number of lives which isn't the same as a frag limit, but it's the closest thing I can think of off the top of my head. Obviously that's not really applicable to this map, so I think time/capture limits are definitely the way to go. From an AWBW standpoint, I'd prefer FFA, but you'll have FTA issues to deal with. 2v2v2v2 would be my second choice. I think I would also add bridges to the center above/below/next to the towers along the river. Granted, this will be primarily an infantry battle, but it just feels so choked down at that single bridge. Maybe instead replace that single bridge with 2 bridges, one on each adjacent river tile. I think I like that the best. I'm also worried about this just becoming a massive infantry swarm, but I think you'd have a hard time mitigating that, short of making everyone play as Grimm. |
Jackie Milton (10/07/2015 01:23pm):
Reducing labs may create symmetry issues, but it's not outa the question. I don't know what you mean by dropping funding to .5k, because it is already at 0. I like the idea of recons being the lab units. That way, pipe seams will be destroyed in a timelier fashion. I think the Tower advantages of Javier will be sufficient given that a person can only have a maximum of 6 units, but probably less. Even though theoretically there can be 48 units in the field at any given time, they will die... even if slowly. Having 6 towers quickens this. COPs: Likely never reached, or even one star, for that matter. too low unit value. So I wouldn't worry about this. I considered that "life" option actually, but I came to the same conclusion: Either honor or Mod. Too complicated, with funding at 0, I think this works out. Bridge stuff changed. Let the infantry swarm happen... -J.S.S.M. (The "SS" stands for "Serious Sam is where it's at") |
Xmo5 (10/07/2015 08:17pm):
Ah okay, somehow I misread that. 6k total funding makes more sense, but recons would never get used that way. I'd up it to 8 or something. Also, for the labs, I would basically put the 2 labs where you currently have a mountain diagonally between the existing labs. You can pick whichever 2 corners you like because this won't make much of a difference in 2v2v2v2, though I'd make sure to account for the 4v4 orientation. FFA obviously would be less fair, but I think that's just how things are going to be on this map no matter what you do. |
Jackie Milton (12/18/2015 05:31pm):
An Interchange between me (JS) and another. Putting here for reference. Feel free to add extra thoughts. I think the labs and towers act a incentive for offense, but I'm going to mess around to see what I can do with that. Tell me what you think. Make new player PL mod. starts with all four labs. In the missle sections there are PL subs. Once all four labs are captured, the mod drops and the missles open up. That's one option. The other (and one doesn't exclude the other) is to institute more lab units (Tank+Art+Recon) and maybe putting the funding to 9k. Lots of combinations easily countered by others: 9infs is weak, but canserve a defensive purpose, or 3 infs + Art may go a long way. With artillery and tanks, the pipeseam issue (primarily for the missles) is also solved. Thoughts? Like you mentioned, 99 turns to break the seam!? haha. I have a fix for that. I will change the seams to rivers. The end. I've considered putting APC's there (either on the river or behind it) but I don't know yet. Subject: No Subject (11/22/2015 04:08am) From: Yellow Comet Some suggestion of mine are turn the squares surrounding the central mountain that are currently plains - (7,8),(8,7),(8,9) and (9,8) to mountains and turn the central mountain into another comm tower or missile. This would give something else to rush towards as well as giving terrain cover so those central mountains (except the ones near forests) aren't unassailable. Right now the labs arent much incentive as recons units are all you get (and recons get rekt by mechs which are also cheaper and hard to kill on those mountains). Perhaps have anti-airs, tanks, artillery as lab units (mechs and recons being lab units are optional, since in many ways the mech will beat recon but they could both be lab units or the recon could be a lab unit while the mech is allowed - dont have mech lab units but allow recons early game). The PL mod idea is ok (i assume you meant that PL subs on a PL port would replace the pipe seams that block off the missiles, cause i see absolutely no point in replacing the missiles themselves with PL subs), but the flaw i see in it is that you could just sit back and let other guys capture them and reap benefits of missiles opening up without fighting. The labs would serve a better purpose of being incentive for stronger units (which would also allow you to break through pipes, but i guess the labs could serve a dual purpose. Also im not sure if you know it, but units dont necessarily have to start on the right terrain, they just cant MOVE across wrong terrain. By this i mean you could make a map with a cruiser on a mountain surrounded by sea and when the game starts the cruiser will be fine and can move off the mountain onto the sea, but wont be able to move back onto the mountain. This kind of design is used sometimes, the craziest ive seen is this (and obviously you dont have to go so over the top lol) http://awbw.amarriner.com/prevmaps.php?maps_id=4682 The point im getting at is the sub doesnt have to start on a friendly port, it could start on a plain or shoal (i prefer shoal cause less defense stars). This way friendly land units could still travel over it but the sub would still continue its purpose of stopping people from taking your base (or HQ if you choose to have subs blocking off HQ instead of pipe seams, but this would require one person on the team to build artillery). This will also stop the current stalemate we are at (assuming artillery are a lab unit) where you cant kill all my units cause the sub is untouchable and it will take ages to break through pipe to HQ. If you leave your sub out, the artillery will kill it in 2 turns, but if you dive it it will sink in 12 turns (cause no friendly port to refuel it). The main point im making from that is change the friendly ports to shoals or plains. This would also mean that the guys who are rushed first and fall back in the face of heavy fire can just sit and wait for friendly reinforcements while diving their sub temporarily so their base isnt taken then rejoin the fighting later. Having the sub sit on a friendly port refuelling every turn while dived seems pointless to me. Changing the pipe seams blocking the HQs to lakes isnt necessary if artillery or tanks are a lab unit (but could be an interesting game mechanic) but if you dont want to have any stronger vehicles in the game definitely change the seams to lakes. Also perhaps 10k funding for more combinations (plus if you want a tank that means you can build only 2 starting infantry, and it would be hard to capture a lab with only 2. You could still make the funding a bit higher than 10k but dont make it too high cause that defeats the purpose of this map) Subject: No Subject (11/22/2015 10:35am) From: Jade Sun Thanks for the input. The biggest issue I have with something in the middle is FTA, either a base or especially a missle. FTA is already an issue on this map, and I don't really want to accentuate it further, but a contested tower in the middle might not be so bad. Obviously, OS will most likely get there first, so I will have to do some trial runs. In regards to the mod labs, I believe missle camping would be a strategy while lab capture for better units would be incentive for that, but I'm leaning away from this option. I think the seams will stay seams. Yes, I am aware of unit placement. If I were to put a sub where the missle seams are now, they would be placed on broken pipeseam (plain). Also, that's why I was debating about the possible APC to start on the HQ river or behind it. I hadn't considered what you said about sub fuel and how that could be a feature; I put the current subs on ports so they wouldn't run out of fuel, but removing the ports might give the game a better dynamic. For a moment about funding, then I'll get back. At 9k, 2 infs and a tank. yes, it is a risky move, but tanks win out against every other unit (given that they attack first, of course). I say a matchup between 3inf+art vs. 2inf+tank would be balanced, as either could outwit the other (with one favoring the defense and the other offense), then comes the aspect of vision (in fog only, of course) tanks act similarly to recons. I would say 10k would favor the tank group, and 8k would favor the artillery group. Now back to the corners. I still think subs should be on ports at the bases. (Potentially preventing someone from attacking last-minute units) but subs on the rivers (replacing HQ seams) would be a good idea. This will prevent cheap HQ capture, and there won't be any dumb pipe stuff. Cool. thanks for the discussion. I will make a couple more trials with the new changes. Subject: No Subject (11/25/2015 04:28am) From: Yellow Comet Firstly, in terms of funding tanks do not beat every other unit. 2 mechs will beat a tank regardless of which goes first (if mechs go first its a whitewash). The disadvantage of mechs are that they are slow to get to the fight and tanks can outmanoeuvre, but thats isnt a huge advantage on this smallish map which also isnt very open. Mechs are well suited to this map, especially with the terrain, and while a tank may have 1 more vision over the mech, 2 mechs can have more sight especially if they are on a mountain. I reckon 8k is a bit low, 9k or 10k would be better. Central missile is probably a bad idea (cause FTA) so it should be a base or comm tower. FTA isnt a huge issue for this (especially FOW FFA) cause it will take 2 turns minimum to capture and guys going later would attack the capturing infantry. Ultimately its up to you whether the sub protecting base should be on a port or not. It shouldnt make a huge difference cause unless someone has artillery the sub cant be damaged anyway (whether they are dived or not) and if they do have artillery they can attack the un-submerged sub (or wait for it to sink since it shouldnt be on a port) guarding HQ or destroy the pipe if you stick with having a seam protecting HQ. I prefer not having ports since it throws another factor into the mix (dive and risk running out of fuel or wait and hope 2 artillery dont attack at once) but thats just my personal feelings and you are the map maker. Subject: No Subject (11/27/2015 12:10pm) From: Jade Sun Yes correct. I was referring to individual match ups though, but that is still a good point. The primary job of the tank would be a sort of anti-lab unit. Plus it can threaten infantry fairly well. I think 9k is enough for good compromises. I think these changes will be good, and I will implement them after my current trials. |
Jackie Milton (12/18/2015 05:51pm):
Made some of the changes noted ^^ Rivers Center Terrain The rest is Technical - Changed up top. |
a9977321 (12/20/2015 11:24am):
The hq is not so easy to protect.. |
Jackie Milton (12/21/2015 01:52pm):
Here, this should be better. Having pipe seams there would be no good, but I think APCs will do fine. |
a9977321 (12/22/2015 04:14am):
I like it this time. |
a9977321 (12/22/2015 04:19am):
A guy can get an artillery in his base and use it to protect the hq. Yet in this case you just need to set a watchpost and deal with others since you have capture & day limit. |
a9977321 (12/22/2015 04:24am):
With the APC, participants should be warn that some guys are eager to damage your APC to get you repair costs, so be careful. |
ichbinsehselber (12/15/2016 04:52pm | Edited: 07/21/2017 08:04am):
I like the map. If the map is used for FFA the FTA can clearly be felt and is problematic in my eyes. 8/10 from me. Would be higher if the FTA could be solved. Better as a team map with the team to counter the FTA. |
Jackie Milton (06/25/2017 11:48am):
So I thought of a small FTA countermeasure. Don't really know how well it will work though. It mostly gives opponents the option of gaining attack power, or cutting funds and potentially solves a rush issue. It's catered for FFA and 2v's. for 4v, It still works, but it also gives a corner teammate a leg up, which I think is reasonable, but we'll see... |
Meta Rexy (10/11/2019 08:46am):
Teams messed up. Switch black and jade |
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