Creator: HyperSea || First Published: 01/06/2016 || Players: 2 || Size: 21x27
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| Comments: |
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Everdan (01/06/2016 03:38am):
pretty decent overall! I would say that your neutral bases are too contested - the way it's set up right now, I believe a recon can stop the capture. you may also want to consider a pre-deployed lander to facilitate moving around, since there aren't that many crossing points for land units. |
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HyperSea (01/06/2016 03:43am):
I was somewhat torn between making this map dominated by either air or naval units. At the moment, there are three shoal bridges on each side that block all non-transport naval units from leaving the area directly near their ports. If I were to remove these bridges and allow all naval units to pass, land units would no longer be able to reach any point on the map without the use of a lander (which may or may not be seen as a bad thing), and naval units could patrol the entire map. In this case, the airports that aren't shoal locked could be made into a second port instead to emphasize the importance of naval units over air units. This would however create problems because the budget doesn't really support two ports when set to 1000; it hardly even supports one. I'd like to know what anyone else has to think about the air vs naval situation and any other comments regarding the map. I hope you all enjoyed your New Year, and here's to another one of hoping for a new AW game. |
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HyperSea (01/06/2016 03:47am | Edited: 01/06/2016 03:47am):
Wow you beat me to my own first comment good job :) I took too long to write that out after I came back to my computer. I'll rearrange the bases later but I'd like more advice on how to balance pre-deployed landers. If I place them so that the mirrored map design stays intact, doesn't that still give OS some advantage because it can reach their infantry first? I was also worried about COs like Drake or Sami who could break the FTA (though I'm not sure if one space could make too much of a difference since the landers would be no more than a few turns away anyways). |
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the-deadly-shadow (01/06/2016 04:57am):
If you might like some more battle at the edges of the map, I would opening the path allong the right and left edge for vehicles. |
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the-map-making-shadow (01/06/2016 05:57am):
If you might like some more battle at the edges of the map, I would opening the path allong the right and left edge for vehicles. |
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Everdan (01/06/2016 07:35am):
In general I think you could just remove the airports entirely, since AA units have a lot of difficulty keeping up with copters and the air units might be too strong, and open up some sea routes and add a couple more ports to facilitate maybe a small naval battle while forcing landers. Otherwise you should really add more shoal bridges to improve map connectivity and prevent copters from being too OP. regarding FTA, if you place the lander on the front where the first player goes first, there's no additional FTA created because it maintains the set-up where the first player is a half-turn ahead - the second player can catch up to the first player on his turn on that front. COs that get movement bonuses on transports can cause minor problems on maps with landers / boats / whatever. If you're concerned about it, you should adjust the terrain so that all important lander / bboat routes can be traversed in 6 movement points, or require 9 or more to traverse - so regardless of movement bonuses, each player needs the same number of turns to get there. |
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HyperSea (01/06/2016 09:15pm | Edited: 01/06/2016 09:16pm):
I decided that I would favor naval combat on this map and so I removed many of the shoal bridges, all of the airports, and I made two ports available to each side. I don't believe that the landers will favor either side even with a CO that provides bonus movement, but I may have missed something or forgot how to count tiles. Other than that I hope that the map is better suited for play now. |
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Everdan (01/07/2016 06:44am):
nice tweaks! with the number of islands, I can see naval warfare will definitely be important here. I don't have much experience with that, so you'll have to wait till playtesting for further refining. right now, with reference to orange star, a lander with 7 move points can move from the the shoal 2S and 2E of the HQ to the shoal on the bottom-right island chain in 1 move while a lander with 6 moves can't. You can fix this quite easily by adding a few more reefs in the vicinity (to really make it bonus-proof, you can make it so that 9 move points are required, which covers b-boats.) |
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