Creator: BobCW || First Published: 05/06/2016 || Players: 4 || Size: 20x20
Categories: C-Rank, FFA Multiplay, Standard
Rating: 5.50 in 2 ratings
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Comments:
BobCW (05/06/2016 09:24pm | Edited: 05/19/2016 02:56pm):
Recommendations:

* FoW enabled to prevent easily locking the center bases
* Ban the "broken 5" + Sturm
* Map should be suitable for team play.

__________________________________________________________________

The center part was probably a bad idea, but I thought it looked cool :P
Figured FTA units should go there, since that's where timing of initial unit moves matters most.


Also, Rachel is a synth.
Xmo5 (05/06/2016 09:54pm):
Very nice improvement from map one. You guys can stick around; you make my job easy! But now you're
entitled to higher level criticism :)

First, watch for base locking in the center. That's the term we give when you can target a production property
with an indirect unit and it's widely regarded as a bad thing for a number of reasons, not least of which are
interesting gameplay and FTA. Anyway, all of the center bases are pretty safely arty locked so if you want to
keep that area with bases and still prevent a single turn move from one base to another (also regarded as poor
design for the same basic reasons), I would mountain lock the bases. Much the same way you shoal locked
the ports, this forces infantry and mech combat only. Personally, I'd nix the idea due to the proximity and make
the center of the map part of the rest of the battle, even if a bit isolated.

Next, FTA. One infantry works great with 2 starting bases, but it doesn't cut it for 3. The general concept is to
give half a turn head start, but since you can't give 1.5 infantry, the common practice is to give BM a pre-owned
city within one move of OS's base. See Walker's map Truth Is for reference:

http://awbw.amarriner.com/prevmaps.php?maps_id=57364

Lastly, try and leave some more properties between enemies; right now you have a straight shot between
enemies with just a few ghosted ports up for grabs. That's okay but it doesn't leave any repair points and the
impact on total funding isn't monumental, meaning the aggressor may not gain enough momentum to go for
the kill, even after advancing that far. Some higher defense terrain would help too. The roads and shoals make
the ports very safe places to camp and make attacking risky for the same reason. It can lead to choppy/sloppy
gameplay or standoffs.

Hope that helps! :)
BobCW (05/06/2016 10:12pm | Edited: 05/06/2016 10:13pm):
Thanks for the input!


Ideas:

* 1 neutral city adjacent to each pipe seam, external to the center arena (so 8 property additions total to the
road ring)

* Replace the forests next to the rivers with mountains? Bases can still be locked via rockets if not in FoW, but
I'm inclined to say that at that point anyone willing to make the investment deserves their reward. Plus at that
point the seams are more vulnerable.

* GS and GE get cities in the center next to the OS and BM factories (I assume the play order goes OS -> BM -
> GE -> GS).

Thoughts?
Xmo5 (05/06/2016 10:29pm):
Those sound like good edits. I wouldn't worry about rocket locking here. I might add more seams to the center
and also some other non- road terrain around the perimeter of the center. Your turn order is correct, but we
have a nifty chart for that where countries are listed in turn order:

http://awbw.amarriner.com/countries.php

Don't be ashamed to check it when in doubt. Even when I think I'm sure, I still check after all these years.
BobCW (05/07/2016 12:14am):
Cool. Map is ready for testing, although I'm in a few too many games atm to be comfortable starting up a new
one on it. It should be equally playable with or without FoW.


I recommend banning Sturm, in addition to the usual suspects. Sami will have a serious advantage fighting for
the center, but the rest of the map isn't particularly favorable for her.
Xmo5 (05/07/2016 09:28am):
I'd put the counter infantry on the outside, between the two starting bases, diagonal from the HQ. Since OS
and BM are delayed from capturing the forward city in the center, it doesn't seem fair to also give the others a
head start there.



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