Creator: HyperSea || First Published: 11/09/2015 || Players: 2 || Size: 40x20
Categories: None
Rating: 8.00 in 1 rating
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Comments:
BountyFrog (11/09/2015 10:08pm):
Hmmm.... I like it! :D
Shadow Star (11/11/2015 12:12pm):
It's relatively pleasing. I just have three major issues, well, three major issues and two questions.
1. Right now Bm starts an entire turn ahead of OS. I suggest removing one of those two infantry.
2. 21K funds is not a lot to work with for a land, air, sea map that requires assaulting another island that's a decent distance away.
3. Combat is not going to happen for a long time. and there doesn't seem to be any particular reason behind that.

1. What are the lab units supposed to be?
2. there are only 8 shoals on the starting landmasses, which should make attacking very difficult. There doesn't seem to be any good way to
attack your opponent besides battlecopters.
HyperSea (11/11/2015 02:23pm):
Here's what I've done regarding your suggestions:
1. Second infantry removed (I'm still trying to best figure out the FTA balance)
2. A couple more cities added on each side, but the best solution I can imagine would be to increase the fund
value of each property to 1500 or 2000 once in the game. I could add more if you see any major reason against
the increased funds.
3. Not much of a reason really. Just how the map came out. I suppose I could make the bases in the middle
pre-owned but I'm not sure if that would be for the best.

1. Lab units are optional for this map, I only added labs should any players want to have some units as lab units.
2. More shoals were added but they don't seem to be appearing for me right now, I hope other players can see
them. The total changed from 8 to 11 on each side. If you still think more could be added just let me know.

Thanks for all the suggestions, it really helps out!
Xmo5 (11/11/2015 03:13pm | Edited: 11/11/2015 03:13pm):
To Shadow Star's point about the shoals, I would remove the neutral base farthest from the
HQ to strongly limit support to that side of your own island. This gives a greater chance
for a successful invasion. With bases that close to all landing points, there's no way it
will work now- you can stop a very powerful landing force for a fraction of the cost (just
some infantry lining the shoals, backed with some artillery to hit anything that deploys)
which seriously skews the odds unless you make in very easy to land an invasion.

Also, if you plan on having increased funds, normally there's a special FTA counter in
which all bases are made neutral and predeployed infantry are supplied. The player who
goes first has one of their infantry delayed by a turn for the counter. This is mostly due
to the fact that in a lot of cases, higher funding presents more diverse Day 1 build
options and giving a predeployed infantry doesn't necessarily counter FTA effectively.
This method accurately counters FTA regardless of the build option because the whole base
is delayed by 1 turn, regardless of what the selection is. Anyway, here it's less
important due to how isolated the two countries are (I can't imagine someone building
anything but infantry or APC on Day 1)
HyperSea (11/11/2015 03:30pm):
Thanks to you too Xmo! I removed the far bases and replaced them with cities. Seeing as how altered incomes
may not influence the outcome here I'll leave the bases as pre-owned.

I still can't see my own shoals that I added but I'm pretty sure that they're there.

I really appreciate the suggestions you guys have to offer!
Shadow Star (11/11/2015 05:03pm):
It's working, I see 11 per side. I might even suggest pushing more of the shoals from the middle to the less defendable side of the island. as a way to entice landing at a point that's going to be
harder to defend. (as well as forcing people attempting to shoal lock to expend a more preemptive response should any of their units be damaged.

Maybe two more cities per side. 25K works a lot better than 23K when trying to promote sea over air. Especially when there's both air and sea. Naval units in general are much more
expensive than air units, so increased funds promotes the idea of more expensive units. (that's also one reason why we tend to object against too many production facilities, as too many
production facilities promotes spamming as many units as possible instead of more powerful units. This is less of an issue when there's an ocean that needs to be traversed.)
HyperSea (11/11/2015 05:52pm | Edited: 11/12/2015 01:24am):
I added the final two cities per side and pushed some of the shoals down so that there are now 12 per side, most of which line the bottom half.

Thanks to both of you for the help!
Xmo5 (11/12/2015 09:26am):
If the map image doesn't show up right for you and you haven't already, go to User Info
and switch your AWBW Theme to Advance Wars 1. Sometimes the Advance Wars 2 causes problems
with the way the cities and other terrain show up and I'm not sure why.
Bamboozle (11/13/2015 10:18pm):
Clearing your cache works too, a lot of the time it's a problem with how the browser keeps the old cached map
image and tries to merge it with the new one which makes funky map images.



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