Creator: hanzhe || First Published: 10/14/2016 || Players: 2 || Size: 28x26
Categories: B-Rank, Base Light, Standard
Rating: 3.00 in 1 rating
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Comments:
hanzhe (10/14/2016 06:48pm):
Captain Sparrot
ooo0000

D2D
Allied units gains +10%/+10% on shoals.
Allied units gains +5% attacks when attacking enemies that are on any urban tiles.
Allied units gets -5% attacks when on urban tiles.
Landers costs $500 less to purchase.

Power - Land Hoy
Landers and black-boats gains +2 mov. power.
All allied land units gains +10%/+10% when within two spaces of any landers/black-boats.

Superpower - Plunder
Units unloaded by transport units may move again after unloaded.
Foot-soldiers gains +5 capture powers.

hanzhe (10/14/2016 08:28pm):
About the map, ban Drake, Javier and Sturm.
Might open up the fronts or even adding more paths it's too chocky.
Xmo5 (10/15/2016 10:43am):
Very interesting. I think the center is too terrain heavy with all the used silos and the HQs are probably too
exposed early in the game. I think the top right and bottom left corners will end up a bit neglected because of
base positioning and supply route, but a couple changes to the back starting base area could make naval
transport to that area much easier, which would improve gameplay a good bit I think. Maybe expand the
beaches on the naval supply side of that landmass to encourage more support that way.

I like the delayed landers, by the way.
hanzhe (10/15/2016 12:16pm):
Added a couple of shoals and removed a few used silos :)
start (10/15/2016 12:50pm):
Very nice!

This map has a ton going on—I'm certainly not saying that's a bad thing, but it makes me curious how in
the world you mentally model your maps while working on them.

1. Do you start with the general shape of the map, then add all the little details? Or do you start with the
little details and let them influence the shape of the map?

2. Do you add interesting terrain features with specific conflicts or (unit movement) in mind? Or do you
simply give players a bunch of options and let them play it out?

3. How much do aesthetics influence your maps?
hanzhe (10/15/2016 05:26pm):
Thanks! =D

1. Sometimes the former and sometimes the other. Usually details first if it's land maps and shape first if
naval.
Unless it's a huge map, in that case I usually add things one at a time. (Might be a bad thing, though :P)

2. Sometimes one and sometimes both. The map I made after this one would be the latter while this would
be the former. Although I usually make maps when I already have an idea in mind. (Not applying to that new
map. I only made it because I was bored :P)

3. 9, on a scale from 0 to 10. Unless I was making joke maps. If I ever did. I can't say that my maps looks
great, but I can say that I tried to make them look great, while maintaining its playability.

I feel like I should be asking Xmo5/Nvy/Everdan/Bamboozle/Mori/Walker etc. this instead of myself =P
blozzee (10/16/2016 08:25pm):
You should add a 3rd preown base somewhere at the mountain near the edge of this map. It's
really hard to harass with land direct unit by only using 1 base in the main island. Going
for air to support direct unit would be quite pricey tbh.If you made 3rd base as neutral,
that would be interesting too but it has to be at the one at the corner island.



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