Creator: Boomyz || First Published: 08/17/2016 || Players: 2 || Size: 20x20
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| Comments: |
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ahanzhe1 (08/17/2016 10:45pm | Edited: 08/17/2016 10:57pm):
Missiles might not be a good idea unless you can't get them too early. The center island's a bit contested. The first player could get it first. And the center needs to be more open (or more airports, if you want.), also that the center bases should be more apart from each other. (or replace them with cities) And perhaps the (some of the) cities could be more apart from each other and not preowned, so it'll be more interesting and easier to set the FTA (first turn advantage). And again, the chockpoints're the big problems here, but it should be good after the changes. |
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Xmo5 (08/18/2016 08:52am):
I agree with ahanzhe here. I recommend taking a look through the map design guide (which you might not have known about until now... that's probably my fault... woops) because it'll give a lot of good tips with respect to things like this: http://www.takeyourturn.net/t877-map-making-guide-i-introduction-to-awbw-map-design |
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Boomyz (08/18/2016 04:15pm | Edited: 08/18/2016 04:23pm):
Thank you guys, aha! I will mess with this map a bit. Much appriciated! Update 1.0.1: Tried to open up a choke point a bit more in the middle. Both sides start with less buildings ( - 4 cities and a factory). Small island comm tower + airport replaced with two missiles. Missiles on the sides replaced with cities. Factories in the center replaced with cities. Some forests in the main bases have been removed. |
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Boomyz (08/18/2016 04:32pm):
Also as a small side note, I would INFINITELY appriciate if you guys continued to help me out. I wish to some day make some pretty top tier maps, and honestly, I feel as if this particular map is probably my best out of the bunch. |
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ahanzhe1 (08/18/2016 04:57pm | Edited: 08/18/2016 04:57pm):
You totally could make great maps with a bit of practice :) And also the south center island's properties should be a bit apart from each other, which in this case you could just enlarge the island a bit (like one tile larger or so) and rearrange the properties. |
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Boomyz (08/18/2016 07:47pm | Edited: 08/18/2016 11:14pm):
I'll be sure to do so after I've tested out this version of the map, and I will think about what to do from there! Another side note, feel free to play this map on your own time. Help me get it out there, it'd be REALLY appriciated! (And add it to your favorites to keep track of it so you can continue to help.) |
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Xmo5 (08/19/2016 09:05am):
Big suggestion if you want to make top tier maps: Don't use missile silos... (almost) ever. Absolutely don't put them in a place where one player could get all/both of them. Missile silos suck in competitive play and only really work in very rare scenarios. If you must include silos, I highly recommend that they clearly belong to each player, cost additional funding to reach (like a tcopter or bboat you wouldn't otherwise buy), aren't immediately accessible, and are maybe even locked behind a pipe seam. Also, I wouldn't use more than 1 per player in such a situation. Silos have a massive impact on the course of a battle. Another point which I make in the map design guide is that I would avoid mirror symmetry. Go for rotational for more interesting battles and well-designed fronts. Mirror symmetry is just so linear no matter what you do and you're always driving straight at the enemy who's driving straight at you until you hit dead center in a massive, slow-moving, slugfest. On rare occasions mirror or diagonal can work, but it's definitely not the norm. Here's a good example of mirror symmetry working, but it's primarily because of the mixed-base setup: http://awbw.amarriner.com/prevmaps.php?maps_id=36927 |
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Boomyz (08/19/2016 04:11pm):
Interesting. Thank you for these tips. I mostly included those silos as something to fight for to the side, to gain control of the field. I can admit this map has its faults, but I figured putting Airports there instead would make it incredibly hard to take from the opponent - and factories on that island wouldn't have probably helped too much either, and I doubt that two cities would've been worth a large diverge of combat. I will keep this map mirror symmetralized, but future maps will be subject to change (A map that I have made that is like that is Seaside Slaughter, but it isn't a very good map, IMO.) I do think, that at the least, this is not as bad as it could be. Thank you, Ahanzhe and Xmo! I do appriciate your contributions and would be happy to do a few little edits here and there. After the test round I am doing, I'm going to enlarge the southern island and I might replace the silos with what I had there before - an airport and a comm tower. Make it more worth fighting for in the long run, I would say. |
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