Creator: Shadow Star || First Published: 11/10/2015 || Players: 2 || Size: 25x25
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| Comments: |
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Shadow Star (11/10/2015 03:45pm):
It's a little on the large side, but it felt right when I was designing it. There are, two extra ports in the middle to act more for repair of landers and black boats than anything else. Ports are mostly there to act as cities and an alternative option to shuttle ground units around if desired. Focus is on land battle though. Funds are roughly 26K per side. 3 bases per side being the important part here. Shoals spread out reduce chokepoints considerably but not completely. |
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Bamboozle (11/11/2015 02:37am):
Pretty cool, lots of property choices to make earlygame, capacity for some naval action lategame. It is pretty open for the most part so it looks like a direct unit fest but the lack of airports could mean indirects would get more protection. Neat stuff. |
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Shadow Star (11/11/2015 11:58am):
So, possibly add a few more mountains and forests, I think I can do that. |
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Mori2 (11/13/2015 12:43am):
Definitely cool, one of the better maps I've seen in a while on here. |
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Everdan (12/31/2015 09:29am | Edited: 01/02/2016 02:34pm):
playtested on Z-games. generally solid map, the fronts develop nicely and the capture phase has some intricacies. nothing too out of the ordinary, but solid nonetheless. still, at 26k per side, the funding level seems quite high for 3 bases, which I think is going to cause a lot of tankspam and smaller numbers of high-quality units (e.g. Md tanks, rockets or even B-ships). I would strongly recommend cutting the funding level down to about 20000 per side or so to mitigate the tank spam (especially since there aren't airports, which is all the more reason to churn out tanks every turn). i also feel like the central port is too powerful, e.g. a b-ship from there guards almost all the contested properties on two fronts, and is a pain to take down. on such a large map, one predeployed b-boat or lander per side wouldn't hurt either. cheers~ |
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