Creator: Kangasha || First Published: 10/21/2016 || Players: 4 || Size: 15x11
Categories: None
Rating: 0 in 0 ratings
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Comments:
Kangasha (10/21/2016 07:09pm | Edited: 10/21/2016 09:21pm):
Hey guys! :) This map is the predecessor of the map, Nature's
Divide. If you would like to see what
the map once was, and the friendly push in the right direction I got
to create what I have here,
please go to the following:
http://awbw.amarriner.com/prevmaps.php?maps_id=69757

This map was built to be a small and casual yet fair and balanced
map for new players to re-
engage with the Advance Wars universe. The vast road networks
allow you to get to your
opposition quite quickly, but there isn't a lack of forests if you rush
too fast. The two bridges provide
valuable access points due to the central river splitting the land. The
single base per side means
that every unit counts, and that spamming infantry towards the mid
game may leave you open to
superior firepower breaching your line faster than usual.

Made for both FFA ideally, but is playable as a 2 v 2 (OS + YC v BM +
GE).

Recommended Unit Bans: Mid Tank, Neo, Piperunner, Mega Tank,
Rockets and Missiles.
Recommended CO Bans: Sonja (In Fog of War), Hachi, Grit, Sensei.
(Lash, Kindle, Sturm, Rachel and Koal all also seem very strong here,
but I'm not sure yet.)

I'm open to critique and advise, as I want this map to be as fun as
possible for everyone who wants
to get involved. I'm also doing my best to keep it pretty, but I'm not
sure if I've managed to maintain
the aesthetics. Thanks in advance! :)

- Kangasha
Xmo5 (10/21/2016 10:38pm):
Good improvements over the last one! The biggest thing right now is city number and placement. Compare YC
with BM. YC has nice stepping-stone type cities where they can easily hop infantry from one to the other in a line
and they're all in the same general direction. BM can't hop from any city to another in one move (for infantry) and
has to go two separate directions to capture cities, dividing their forces a bit more. Also, the cities on that front
generally tend to be weighted toward YC's side.

Focus on making the following things equal for all players:

1) The number of cities
2) The distance to cities
3) How conveniently placed they are for military tactics (do they help form a defensive area, or do they divide
troops)
4) The rate at which cities can be captured with optimal play

I also recommend and even number of cities on each half of the map, so that you don't have a 50/50 contested
city in between two enemies- that generally contributes to FTA. Also, regardless of what imbalances there are, it
exaggerates them, especially on a map where a single city can increase your income by 20%.


Not sure if you've seen it already (you appear to be new and I don't think I've sent you the link before) but we
have a intro to AWBW map design guide that might be worth reading. It should give you a lot of tips to get started
for when you design your next map. :)

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



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