Creator: ahanzhe1 || First Published: 04/27/2016 || Players: 2 || Size: 18x20

















































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Comments: |
ahanzhe1 (04/27/2016 10:29pm | Edited: 04/30/2016 01:27pm):
Another random map with a random name. Nothing's special, it was just made for mixed bases experiments. |
ahanzhe1 (04/27/2016 10:52pm | Edited: 04/27/2016 10:55pm):
Although I do want to know if the airport's bad/good or if the areas around the shores're too empty. |
Xmo5 (04/30/2016 10:28am):
The center bases make things difficult here for a couple of reasons. First, they can lock each other pretty easily with a rocket. That might not be as big of a deal because second on my list is the fact that they are begging to be air unit magnets. Dense terrain for land units plus reasonable proximity to the airport means copters will be swarming from the HQ area while land units attack from the other side. I don't see them having much of a legitimate chance, but I am worried that the dense terrain will make it a bit stale in terms of gameplay, even when that base has clearly lost its fronts. Actually, I think this map could have a lot of potential if you took away the mixed base aspect (which means something coming from me since I like mixed base maps). In this case, I'd make it a standard 2-base map with one neutral base and one airport. (I'll talk about the map from GS's side) To do that, I would make the center bases neutral and swap them with the used silo tile behind and to the right of it. You also have a road/shoal symmetry error here. Then I'd probably move the airport north a little bit, maybe swapping it with the city on the other side of the road. I would also open up the path through the center area a bit more by getting rid of the two river tiles on either side of the current center base location, and maybe even the mountain to the NE of it as well. Lastly, I would add a city in the spot north of the HQ, diagonally between the two used silos. (I would delete one or both of those... you could also get rid of a couple forests bordering the shoal line from the other side too) Anyway, I know those are some radical changes, but I think it could work out nicely. You could even replace the center two mountains with pipe seams to offer the potential of a direct center route in the later stages of the game. |
ahanzhe1 (04/30/2016 01:30pm):
Thanks Xmo5! I made the changes and it does looks a lot better :D |
Xmo5 (04/30/2016 11:27pm):
Wow, those changes actually do look really good! If you're interested, set up a private game (fog off, ban the broken 5) and message me so we can play a test game. :) |
walkerboh01 (06/24/2017 05:04pm):
The terrain in the middle needs work now though. It's very heavy for the current N/S setup, and would need to be lightened a bit to prevent stalemates. |
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