Creator: lavagainer || First Published: 07/13/2016 || Players: 2 || Size: 21x21
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
liandry (07/14/2016 12:15am | Edited: 07/14/2016 12:23am):
I'm calling this "Sandcastles in the Sand (the less insane version)."
That center port is iffy though.
Also, port bridges (to let sea units cross) would be fun.
Maybe make the cities 2 spaces from the HQs ghosted to deny Sami shenanigans?
lavagainer (07/14/2016 01:09am):
I do like the Idea of some port bridges so that the bigger naval units could cross
between the North and South Seas. I may have to seriously readjust the center tiles for
that though..

As you can see, I was really trying to go with a more natural crater look here. The
BBomb ghosted port in the middle is supposed to represent the center of impact....
liandry (07/14/2016 02:31am | Edited: 07/14/2016 04:05am):
I suggest replacing it with a reef. Kinda weird to make a port at ground zero, eh?
EDIT: put a bomb on the reef for lolz
lavagainer (07/14/2016 03:23am | Edited: 07/14/2016 03:47am):
I actually had a reef there as my original design but ended up going with the ghosted
port, just so that there could be both sea transport & land unit movement across the
center tile of the map. I thought that would be a little more fun gameplay wise. However,
that land bridge may actually be a little too much of a straight shot between the two mid
bases. Not sure yet..

And it was not really the port I was using to signify ground zero as much as it was the
actual BBomb I was trying to use there. I was hoping the BBomb ghost in the center
would symbolize some kind of meteorite or bomb hitting there and creating the crater..
Kinda corny, but yah..
Everdan (07/15/2016 09:01am):
early recon ftw.

but seriously i think you should make the terrain slightly heavier to make early recons less good, because it
causes fta. (Whoever builds the first recon has a definite advantage.)
liandry (07/15/2016 10:09am | Edited: 07/15/2016 10:11am):
what important stuff is the early recon going to reach though? I thought early recons are bad only if they can reach a
neutral base/airport earlier than either an inf or a tank.
(I haven't counted though, but I reckon it won't reach the airport until day 6, by then the airport should've been capped.)
EDIT: an early recon can screw up the middle; totally did not see that the first time.
lavagainer (07/16/2016 03:49am):
Okay guys. I went ahead and remodeled the entire middle portion of the map. I created
some port bridges across the center so the larger sea units can now pass from the north
to south seas. I turned that city next to the HQ's into a port as well which will now
drastically opening up lander pathing in that area.

This may, however, be too many ghosted ports.. We will see how it plays out. I do like the
design the BBombs make now..

I noticed what you were saying about early Recons Everdan. I went ahead and made the
mid area around the bases much more terrain heavy. I also removed a tree and shoal
next to central player ports (not the ghosted ones). This makes it so that the land bridge
with the port is not the quickest path to the land mass with the Lab from the players
center base now. This should help deter early Recons in that direction as well.
observerandhost (07/16/2016 10:19am):
I see potential of FOW here.
Also, keep in mind that ghosted ports can be captured and give you income. There can be
fewer ports if you feel the income too high.
liandry (07/16/2016 10:58am):
Kindle shall reign over the middle, what with all those adjacent ports. Ahahaha!
I sorta envisioned letting navies cross the edges of the center isle when I suggested the ports though.
lavagainer (07/16/2016 04:23pm | Edited: 07/23/2016 04:57am):
When I went to remodel the mid, I first started with just two port bridges near each players HQ,
but that created a very narrow single tile strip of water that went through the middle. With the
port design being the way it is now, the sea is at least two tiles wide all the way through the
center while also rotating around the center reef. I just figured this looked a little gnarly, but it
would offer the most diverse combat in the center..

EDIT: I was wrong about this. The port bridges being in the center just caused a cluster *%&# of
land units hovering over the port tiles in the middle.
lavagainer (07/17/2016 03:09pm | Edited: 07/17/2016 04:53pm):
After further contemplation, you may be right, liandry, about having the port bridges
actually at the edges of the central island structure. It would make it so the port bridges
were a lot less contested, and it would also make it a lot sneakier for the heavier naval
units to pass between the North and South seas. I also wouldn't have to make the port
bridges so large in comparison..

To do this though, I will once again have to rework the entire central portion of the map.
So, let's see how these central ports play out first.
lavagainer (07/23/2016 04:38am | Edited: 07/23/2016 04:58am):
Aight, I went ahead and moved the port bridges to the outside of the center island
structure. Heavy naval units can now pass around the outer edges of the crater. Didn't
feel it necessary to ghost the Ports around the outer rim, but did so for the Port in front
of the HQs.

I moved one of the corner Bases from both the NW & SE corners to the sides of the map
near the Airports. The dual Bases in those corners made the advancement across the
North & South Land masses nigh impossible to defend against..

Shoal pathing has been adjusted in the center, and the center is now nothing but shoals
for land units. I kind of wanted it this way to begin with, simply to discourage so much
accumulation of land units in the center.

If you can't tell from some of my maps (this one being a prime example), I really want to
see some more meaningful Naval combat. Which may seem odd considering I am an
Eagle main at heart..
liandry (07/23/2016 06:15am):
Seems more legit now, especially the base positioning changes that lets players have more infs where they need them.
btw, if you want naval combat, remove the possibility for aerial combat.
liandry (07/26/2016 04:17am):
There seems to be a no man's land just ahead of the towers, based on test games.
Maybe some terrain there could be added to reward proper pushes.
lavagainer (08/17/2016 06:06pm | Edited: 08/19/2016 02:06am):
Made some new edits.. I moved one of the mountains in the center area one tile closer
to the HQs. I wanted to make it possible to park a lander 6 tiles out onto the center
shoals from the NW and SE Seaports. Also reworked the NW and SE corners and
removed / moved a few Reefs.

EDIT: I just realized I really need to remove a couple Road tiles in the North and South
areas to decrease Recon travel out of the NW and SE Bases and also to give some
more Plains tiles for Landers to land units on in those areas. Will wait for games to finish
first.
lavagainer (09/11/2016 07:03pm):
I removed some of the roads around the NW & SE Bases to hinder Recon movement from there a
little bit more. Moved the Com-Towers closer to the NW & SE Bases as well.



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