Creator: Scurge || First Published: 04/25/2017 || Players: 8 || Size: 39x35











































































































































































































































































Categories: None | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
Scurge (04/25/2017 05:58pm):
Intended to be a more playable version of http://awbw.amarriner.com/prevmaps.php?maps_id=68900 where I've attempted to use rotational symmetry in a way that each country gets one each of two possible fronts. Please let me know if I've missed, duplicated or otherwise messed up a bit. Due to the bug where tiles beyond number 1,333 from left-too-right-then-top-to-bottom revert to default (so sea if done on the site and published directly from save-on-site) this map became an island and so I added ports. The setting may not be perfect for the addition of naval units, but those units can always be banned (and/or made lab-only units as there're no labs on this map) :-) |
ichbinsehselber (04/26/2017 07:20am):
Interesting idea. The infantry on the outer ring for the late starting players is ok to counter the FTA on the outer ring. The center FTA is higher than necessary. Why give the starting players the Mech while the others dont get one? This seems to be a mistake. |
Scurge (04/26/2017 09:31am):
It's because they each have three pipe seams to break through to reach the missiles whilst the later-moving countries each only have two. To help the later-moving countries build mechs of their own, however, they start with the ports close to them pre-owned, whilst the countries that start with mechs have to capture theirs. |
Scurge (04/26/2017 09:33am | Edited: 04/26/2017 09:33am):
[Deleted duplicate-post(sorry)] |
kilorodado (04/26/2017 06:10pm):
orange and blue are 1 tile further from their neutral barracks than green and yellow are, making it a 3 turn walk instead of 2 turn. Was this intentional to deal with 1st turn advantage or unintentional? DId you want one barracks to be within 2 turns and the other within 3? it seems the map is 2 tiles wider than it is tall. |
Scurge (04/27/2017 07:30pm):
It was intentional partially for slight FTA-countering but mostly because the map is 37by35, so 2 tiles wider than its height, as you said :-) At larger sizes I was having significant problems with that post-tile-1,333 reverting to defaults bug. |
Meta Rexy (08/12/2018 12:33am):
I gather the fronts are intentionally narrow and promoting you to abuse the cluster of missile silos in the middle to break walls? But then this creates STA with Red and Grey getting first dibs on the missiles, right? After all, it takes like 5 or 6 hits from a mech to break a pipe seam, and you need to build an APC to refuel it if you don't want to run out of the 3 ammo and retreat to your base to refuel instead, wasting time... IDK It looks cool but I'd have to playtest it first. |
Scurge (10/02/2018 07:35pm):
That and also to promote purchasing a Black Boat or two :-) Once the first seam is broken further progress is pretty fast if an artillery unit is bought. In the games I've played the main deciding factor in which players get to the missiles first has been CO choice rather than country, with COs like Sami and Kindle busting their final pipe seam on the same day, so it seems quite well-balanced based on that, but I would like to play a few more games to further test it. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.