Creator: brickastley || First Published: 05/09/2016 || Players: 4 || Size: 30x20
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| Comments: |
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brickastley (05/09/2016 02:57pm):
First attempt at a map on AWBW! The inspiration from this map comes from my AW1 and AW2 mapmaking days way back when; I often made maps that followed this pattern, small island in the corner, and big battle area in the middle. But I used to cram all of a player's properties in the corners and leave more of the middle empty of properties so what did I know? :P The basic goal here was to take the relative layout from those maps of old and make something relatively competitive here. I've tried to balance out properties location and number, give interesting choices, and give everyone multiple fronts to compete on. I've included labs but don't really know what would be good choices as lab units. Feedback appreciated! |
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Xmo5 (05/09/2016 05:18pm):
I'll give this a look later, but at first glance I'd be inclined to put the counter cities on the islands, rather than the mainland. |
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brickastley (05/10/2016 12:33pm):
Yeah, I'd be willing to do that change. How come though? It doesn't seem like it'd have a significant impact on capture time. |
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Xmo5 (05/10/2016 12:50pm):
Moving it allows them to go straight for the neutral base. The AWBW meta dictates that the first available infantry goes straight for the neutral base, so by having that city there, you doom the first players to either give up an extra turn of funding to the opponent or doom them to being 2 turns behind in capturing the neutral base (one for each counter). More generally, the importance of each starting base is skewed in favor of the two on the mainland. Therefore, the most balanced way to approach the counter is to treat each mainland base as equal and give a traditional counter, and then give the less significant base the less accurate "half-counter". By leaving the city on the mainland, it puts 2nd players ahead on one important base, and then locks in the first turn move for 1st players on the same front. |
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brickastley (05/10/2016 01:36pm):
Makes sense. Fixed! |
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