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Comments: |
CCCP (03/07/2017 07:55pm | Edited: 03/07/2017 07:55pm):
The only big issues I see are as listed by importance 1: No FTA counter and too many per owned properties. The solution to that is to make all but the two bases and HQ neutral, the more options someone has means the more things you have to counter all at the same time. The normal FTA is one predeployed BM or equivalent infantry per every two bases. (FTA stand for First Turn Advantage.) 2. Large base number. AWBW has no unit limit, so most people will spam cheap and super effective units, mechs, infantry, L tanks and artillery. So it just devolves into an infantry spam race. 3. Missile silos. They create an inequality between that of the person who gets to it and that of the effected player. They never work well in maps. 4. Terrain clumping. It's always a bad idea to create clumps of one type of terrain, it makes the battles bland and boring. Clumping capturable properties is horrible, it creates the need to make gun lines on there and only there, meaning it will quickly stalemate. Ever clump properties more than two in a map, and limit even that. Don't clump any other terrain more than seven for plains, four for forests, and at most three for mountains. Roads can be as you did it, but break them up a bit more. |
Xmo5 (03/08/2017 02:12pm):
Great feedback from CCCP. I'll add that the front lines shouldn't occur over chokepoints, like you have set up here with the bridges. You can have certain areas like that, but you should also compensate with open areas along the front lines. This helps in two ways: 1) First, and most importantly, is that without open areas, the battle will stalemate. You get huge armies of infantry and indirects line up behind small bridges, and once the army is built up, it's nearly impossible for either player to ever advance unless one of them is a *significantly* better player. For even or near-even matches, this basically ruins the game and no interesting combat ever occurs. 2) Second, you get a much more interesting variety of units and COs on your map, which makes it more fun to play on. COs will be selected based off of which ones have the greatest strengths on a map, and by giving different COs a chance to shine, you make people think a bit more about who they choose and introduce more interesting CO matchups. (Sometimes changes like these can make otherwise useless COs into moderate or weak COs with an exploitable option that makes them viable. For example, chokepoints are bad for Max, but depending on the circumstances, he might have an option to cheaply block up the chokepoint and focus his main firepower on the open areas, even if he would be fairly weak without that tactic. Sami might be another good option where, even she would lose in head-to-head combat, might be worth choosing if the HQ is exposed enough for a well-timed Victory March right up the middle.) |
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