Creator: Arterius || First Published: 07/06/2016 || Players: 2 || Size: 15x15
Categories: None
Rating: 0 in 0 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Xmo5 (07/07/2016 09:12am):
Hi Arterius and welcome to AWBW! You did a real decent job with your first map here
(better than most... and certainly better than my first attempt!) but there's a lot to
learn about balance and AWBW map design. I'm going to give you some feedback here, but
don't take it too harshly, it's my job as a Map Committee member to give constructive
criticism and there's almost always something to improve on, even for the best map
designers. At the end I'll link a couple resources that will help give you some context,
so it might be worth reading through those before you give my other comments too much thought.

Okay, so first thing's first, the neutral bases are too contested. They should clearly
belong to one player or another without the ability of their opponent to interrupt,
because that escalates FTA. (What's that? ... I knew you'd ask, so I linked a guide to
explain it :P)

Speaking of FTA, I highly recommend one of the two following starting configurations:

1) Two starting bases and no pre-owned cities, with a predeployed infantry on one of BM's
bases (whichever one is responsible for capturing their forward neutral base)

2) Three staring bases and no pre-owned cities, with a predeployed infantry on one of BM's
bases (whichever one is responsible for capturing their forward neutral base) and a
pre-owned BM city next to OS's base (within 1 infantry move, at least)

I favor 1 over 2 in most cases, and this is no exception. Also, central silos are really
bad for FTA because whoever races there first gains a huge advantage- smart use of a silo
is game ending. I'd also suggest fewer roads because recon rush is a serious concern here
and can ruin your FTA counter. Like I mentioned at the beginning: the opponent should not
be able to disrupt capture of the neutral base, so make sure an early recon can't beat the
infantry. The more starting funds you have (scenario 2 above or the current
configuration), the easier it is to buy a recon early on without sacrificing on your
capture phase and the more roads you have, the easier it is for the recon to reach the
target very quickly. Plus more terrain variety looks nice. :)

Anyway, here are the guides I talked about. If you have any questions, feel free to send
me a PM or comment on the forum posts for either guide and I'll get back to you:

http://www.takeyourturn.net/t877-map-making-guide-i-introduction-to-awbw-map-design#5099

http://www.takeyourturn.net/t878-fta-guide-i-introduction-to-fta#5100



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