Creator: HyperSea || First Published: 01/15/2016 || Players: 2 || Size: 20x20
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| Comments: |
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Everdan (01/15/2016 05:35am):
Nice map! :) The base setup is quite interesting, but I worry that the fronts are too cut-off from each other, which usually makes for copter-spam games because they're so powerful. I'd suggest adding maybe one more horizontal bridge beside the HQ to allow for easier front-switching, or bridge the central river. On the other hand, the heavy terrain and narrow fronts make for more defensive playstyles, which isn't bad per se, but it wouldn't hurt to remove a couple of mountains to free up some movement routes. The island towers are a nice touch, but I think it makes the towers too contestable. If you want to delay the towers, maybe you could shift the tower position so each player can claim one reasonably comfortably - as it is they're almost exactly equidistant between the airports. lastly, you may want to look into FTA issues, since the base with the FTA counter is located closer to many more cities than the non-counter base. This could be fixed by redistributing the properties to make it fairer. cheers |
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Xmo5 (01/15/2016 11:21am):
Everdan hit pretty much all of the points dead on here so I'm mostly just weighing in to back his analysis. I'll also add that a common way to balance FTA/STA is to make one starting base responsible for the neutral base and the other responsible for the airport/tower. Along with balanced funding and front importance between the two, that makes the FTA counter pretty accurate. Theoretically this means that either base is an equally valid option to have the FTA counter, but by convention it's placed on the neutral base front. Overall, very nice work though. Keep it up! |
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HyperSea (01/15/2016 08:44pm):
Thanks for both of your comments! I took your advice and added an additional bridge by the HQ, removed two mountains that were in the non-airport fronts, and moved the towers so that they would be less contested. I also redistributed the cities in an attempt to fix the FTA counter base's real estate value. If any of these changes weren't effective enough or if additional changes should be made just let me know. |
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Xmo5 (01/16/2016 12:28am):
Changes look great, though you could probably still stand to remove 2-4 forests in the main fronts- lines of heavy terrain make it easy to wall up and discourage your opponent from attacking. As far as FTA is concerned, your best bet is to leave the counter where it is, and swap the other preowned base with the neutral one, so that the BM infantry would move north to capture the neutral base. That would end up leaving the airport and tower belonging to the base that's currently neutral and so the counter would be more balanced. Otherwise, you'll still have some STA here. |
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HyperSea (01/16/2016 04:58pm):
I removed some of the forests as you suggested and switched the neutral factory with the preowned one. I'd also like to take this time to point out the piperunners by the airports. Since neither of you mentioned them yet I just wanted to confirm that yes you can see them and that since you haven't had anything to say that means they're fine being there. As for my other map I'll edit it later, there's currently a game being played on it. Thanks for the help! |
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Xmo5 (01/16/2016 05:48pm):
There's nothing wrong with the pipe runners by themselves; they'll just restrict movement and delay access to the airport. It's a little unfortunate that they lock off so much funding as well, but that's something that can be tweaked by changing it's placement if need-be. It might be worth doing a playtest before deciding if/how to change it's position, because then you'll have a better idea of how big of an impact it has and whether that impact is something you want or not. |
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