Creator: SnickersBar007 || First Published: 12/08/2016 || Players: 4 || Size: 35x35
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| Comments: |
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Nostalger (12/08/2016 06:15pm):
Its so wrong for so many reasons, before mechs destroy pipes, players will have enough AA to kill enemies, thus rendering victory impossible. Who even wants to move so big army? |
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SnickersBar007 (12/08/2016 08:25pm | Edited: 12/12/2016 02:42pm):
Forgot to post an explanation for this map: CO ban everyone but Sensei, FFA, Last Man Standing, 500 Funds. The idea is a twist on a typical zombies map, where instead of 1 player controlling the zombies and the other players trying to survive until a certain turn, now the players all act as zombies and also the defenders. The goal is to defend as long as possible while working together (or deciding not to & taking other players cities) to whittle down other opponents. I think it's a fun balance between both types of Zombies gameplay, as well as a decent way to balance having multiple teams of zombies. It's not broken (as far as I know), because when Sensei gets his COP (only 2 bars) or SCOP (only 5 bars), your units replenish on your cities, and the pipes never heal throughout the course of the game. It's not meant to be played as a normal map. I'm just currently trying to figure out the zombie v. defender balance to make the game work. Also 4 people signed up for a game on this map within 2 hours, so I'd say that enough people don't mind moving this many units. Since it's only mechs/infantry, it's pretty mindless and not too much to think about. |
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CCCP (12/09/2016 02:25am):
Well, assuming everyone is agressive, there is a big FTA. OS will win the battles against other zombies, or by some miracle they lose. Or they win yet the defenders defeat them and take over the cities and funds. This then bcomes a battle of rockets between defenders. I would add pipe seams connecting each section. The stars for Sensei are 2/4. Meanings 6 stars for the SCOP, not 5. And pipes don't heal. |
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CCCP (12/09/2016 02:28am):
Oh, by your test this is meant as FoW. It slightly changes the rockets for the defenders. This would mean it would stalemate if defenders win in even two of the four sections. |
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Nostalger (12/09/2016 04:36am):
Ok now it makes more sense, as a zombie map. ..But everyone has 21 x 3 cities + 17 buildings on defense. That gives them 80 buildings per player, and when you give each one even 500per building, its still 40000, that makes 5 anti airs per turn! Before mechs will break pipes, everybody will be FLOODED With AntiAirs. Thats just my bet. Buuuuut, idea of zombie vs defender x4 for every player is interesting, I give you point for that. |
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CCCP (12/10/2016 04:02pm):
It's a fine idea, the implementation was not the greatest, for it can easily stalemate. It just needs pipe seams to connect each area, then it'd be pretty good. Not amazing, as AA wreck even Sensei infantry on the first strike. Maybe ghost some of the defender's cities to prevent mech spam from them. |
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