Creator: Arwingpilot || First Published: 04/01/2017 || Players: 8 || Size: 20x20
































Categories: None | ||
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Comments: |
DocSpacebar (04/02/2017 03:39pm):
Well, it's more balanced than Piperunner Central Station, but a Fighter or Bomber can rush from one airport to another, and a Carrier can shut down airports right from its base. This gives a huge advantage to whoever moves first. Since planes and boats have generally higher movement range, I would increase the distance between each base about 4-5 spaces, and separate the bases with little pipe walls so that aircraft have to go around a ways and Carriers can't shoot at the enemy Airports unless they leave their base. It's normally better to have a big map for multiplayer battles in the first place. Another good plan is to sprinkle some reefs in there, as well as some small islands that air units can use to their advantage. |
Xmo5 (04/03/2017 11:32am):
I'll just add that generally, AW (and especially AWBW) isn't really designed to handle maps like this very well. There are two main reasons why this is the case: 1) Income is based on the number of properties you own/capture, which is all ground unit dependent 2) The further you get from your base (and the close you get to the enemies), the easier it is for them to resist your attack. This is because they can get units to the battle faster and therefore react more quickly to changes in unit needs to counter your units. They also need less supply to make it to the battle and can retreat more easily to heal, which is especially important for naval and air units, and can force the attacker to buy extra units (such as bboats) so overcome this, meaning the defender also has more money at their disposal. Anyway, the way a conventional AW game progresses is that the gain in ground converts itself to a gain in funding, which helps to compensate for the disadvantage you're placed in as a result of point #2, above. This helps stop a lot of back and forth and makes it a more even battle until the attacker reaches a tipping point where the cities or towers they capture make them so powerful that the defender cannot resist their attacks. When you make a map like this, the benefits of gaining momentum by gaining ground are lost because point of point #1. Without a smooth way to ramp up power by taking enemy ground, you just make yourself more vulnerable by expanding outwards, especially in multiplayer battles where you become increasingly exposed to attack by new enemies. In short, it just makes for a lot of shooting and explosions, but no real strategy or even healthy battle development and tends to be fairly boring to play on. |
Tmi489 (08/21/2021 09:10am):
If this map is good for one thing, it's depiciting Seaworld in 2020(1). |
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