Creator: ahanzhe1 || First Published: 04/25/2016 || Players: 4 || Size: 31x31
| Categories: B-Rank, FFA Multiplay, Mixed Base, Standard | ||
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| Comments: |
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ahanzhe1 (04/25/2016 11:13pm):
It's just an experiment on 4P mix bases : ) (And yes, the bases're SUPER close to each other, only because I chose the wrong map size & didn't want to remake the map :P) |
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ahanzhe1 (04/25/2016 11:18pm):
And I really don't know how the FTA counter's suppose to be in this map… |
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Bamboozle (04/26/2016 02:25am):
The base distance is at least mitigated by the terrain, so a tank wouldn't be able to hit an enemy base -- although any COPs/SCOPs dealing with terrain boosts will quickly prove really powerful in the middle. Fronts will be really weirdly interesting here with the weak shoal line contrasting against the more easily defendable mt ranges. I think the FTA counter is correct, but it's been a while since I've looked at FTA on 4p+ maps (and been a while since I've looked at maps in general). Any potential STA from BH/JS getting a counter will probably be countered with how contested many of the central properties are. So I believe you're good there -- although the central contested tower will definitely get messy, but hey it'll be fun :p |
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Xmo5 (04/26/2016 09:51am):
FTA is complicated here because each player starts with 3 bases, the bases are mixed, and there are 4 players. Generally the best approach in FFA maps is to make it such that players are only adjacent to other players that move either all before them or all after them. In a 4 player map, like this, Player 1 and Player 2 should not border each other directly, but only border Player 3 and Player 4. The same is true in reverse about Players 3 and 4. That means you don't have Player 1 next to 2 and 3 and then Player 2 next to Players 1 and 4. Now how do you decide if Player 2 gets an FTA counter? Player 1 sure doesn't, but Player 2 is ahead of one neighbor and behind the other. Anyway, long story short, you need to make it so that OS/GE and BH/JS have minimal interaction, especially early on, by placing their bases in such a way that they aren't in direct, immediate conflict. Right now they are in the center. My personal suggestion is to rearrange the center ring of bases in the following orientation: -----BH------OS----- ----------------------- OS*---------------JS ----------------------- BH----------------GE* ----------------------- -----GE------JS----- That cleans up the center and really cleans up JS's and OS's corner. You'll have a little bit of trouble with JS and BM both having a central base by BH's HQ as well as OS and JS both having a central base near BM's HQ, but I think those are more minor than having direct, immediate conflict in the middle. Okay, once you've done that, you can just go about your normal 3 starting base FTA counter which entails giving JS and BH each 1 infantry on their corner base. Then, give BH a preowned city within one infantry move of the starred OS base location in my above diagram and give JS one within the starred GE base location. (There's only one city within range at each base, the one between the shoal, mountain, and road). I know that's pretty complicated, but it's the best I can come up with for a balanced FTA counter on this map. Also, while the tower would normally be an issue on a 2P map, I really like single contested (non-production) properties in FFA maps because capturing it doesn't always help you- sometimes it makes you the target! >=] +10% attack isn't always worth the extra attention, but it could become important in speeding up the late game by helping to give momentum to whoever's winning. Wrapping up multiplayer games can be a hassle sometimes. |
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ahanzhe1 (04/26/2016 06:28pm):
Thanks, Xmo5 & Bamboozle! I fixed the FTA counter as you said :D, and yeah, 4P FFA + mixed bases are pretty complicated. |
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Nemo86 (11/15/2023 04:42pm):
Honestly this was a lot of fun to play on. I highly recommend a timer set of this map as it can be easy to defend your HQ for turns at a time unless your being pushed by two players. |
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