Creator: gooonbag || First Published: 06/26/2016 || Players: 2 || Size: 25x25
Categories: None
Rating: 0 in 0 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
gooonbag (06/26/2016 11:48pm):
So 1st time creating a map, would be interested is hearing any pros and cons of the map, would be
ineteresting to get other peoples opionions :)
Xmo5 (06/27/2016 11:24pm):
Hi gooonbag! Welcome to AWBW and more importantly (for me anyway), welcome to map design! I'm one of the Map
Committee members, who you can recognize by our blue map comments, so I make it my goal to help new map
makers like yourself learn the ins and outs of good map design. This is pretty good for a first map; it looks like you did a
lot of things right, including the starting properties, appropriate use of towers, and a correct FTA counter. However,
there are a few things that could be improved to make it a better battle.

The biggest problem this map suffers from is the very narrow fronts and overuse of chokepoints. Because of the way
AW is designed, especially when combined with the AWBW culture and metagame, chokepoints tend to lead to
stalemates. Basically, it becomes impossible to force the enemy back because it's too easy to block up the path with
meatshields, like infantry, never allowing access to your bread and butter units that sit safely behind the wall of
footsoldiers and accumulate to insurmountable levels. Don't get me wrong, chokepoints are certainly okay to have, but
best used in moderation. You want a good mix of open spaces and moderate chokepoints to encourage healthy battle
development.

There are some other general things I would suggest, but instead I'll link you to my Introduction to AWBW Map Design
Guide which should help give a good overview of what works and what doesn't. It's a bit lengthy, especially if you read
the sister guide, Introduction to FTA, but I highly recommend it for getting a grasp of the basics.

I'll link the guides at the end, but one other thing I wanted to highlight is the property location, since it's not something I
touch on specifically in my guides. Basically, you want to have a worthwhile number of properties in the vicinity of the
frontline. They don't have to be right in the middle, in fact in many cases that can be bad, but you want something to
fight over. If you push your opponent back a few spaces, you should theoretically be able to capture some cities to gain
some funding to further support your advance. Remember that the further you push, the closer the enemies
reinforcements are and the easier it will be for them to react quickly to changes in your strategy and push you back
again. You need capturable funding near the front to help overcome this, or the battle would never finish. The funding
and safe cities to attack from go a long way. The cities also serve as a reason to push forward- if t here's a lot of dead
space, there's little reason to forge ahead and players will have a tendency to turtle instead of advancing. Just be
careful of being too property dense near the center compared to other places because that makes the balance tip too
quickly with small changes in the battle. (You could also afford to add a few cities per side, and maybe remove a base,
but my guides will touch on that a bit)

Anyway, sorry for the giant comment, but I hope this was helpful. I'll check in here for a while and I keep up on the
recent maps, so you'll see me around, but feel free to message me here or on the forum if you have any questions!

Map Design Guide:
http://www.takeyourturn.net/t877-map-making-guide-i-introduction-to-awbw-map-design

FTA Guide:
http://www.takeyourturn.net/t878-fta-guide-i-introduction-to-fta

gooonbag (06/28/2016 07:09pm):
Hey Xmo5!

Man.. woah.. hahaha thanks for the input, i was a bit worried about the chokeyness of it but was
figuring with 5 "lanes" and then the whole middle was traversable by infantry/mechs you could hope
to eliminate some of that.
Ill look into clearing up the choke in the centre a bit and make it a bit more contestable (buildings)
across the whole centre line and not clump in the direct middle.
Thanks for all the input ill comment when I've done an update and hopefully ill nail the next one :)
Bamboozle (06/28/2016 08:03pm):
Since Xmo covered most of what I was going to say, I'll say something more important: make cool designs with
your shoals for extra swag points
gooonbag (06/30/2016 07:04pm):
Based of Xmo5's comments I've added a couple more bases and mad the mid section much less chokey
than what it previously was, fixed some tress that weren't quite symmetrical to clean up the balance a little
gooonbag (06/30/2016 07:04pm | Edited: 06/30/2016 07:32pm):
Based of Xmo5's comments I've added a couple more bases and mad the mid section much less chokey
than what it previously was, fixed some tress that weren't quite symmetrical to clean up the balance a little

woops x2 post



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.