Creator: matchet || First Published: 05/01/2017 || Players: 3 || Size: 39x35
| Categories: None | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
matchet (05/01/2017 05:36pm | Edited: 05/01/2017 05:50pm):
YOU CAN PREVIEW THIS MAP CORRECTLY BY THIS IMAGE LINK: http://i.imgur.com/8lKXS7r.gif After ~1h searching for a balanced 2v1 map, I gave up and decided to made my own. Around 14h later (no lies), this jewel was finished. It is expected to be pretty balanced for both sides, but there are some differences between teams which I will explain in the next post. Now, the recomended settings: Fog of War: ON Bans: Broken 5 (Hachi, Colin, Kanbei, Sensei,Grit) Time/Capture: N/A Weather: random Unit Bans: N/A (Piperunner) Teams: Cobalt Ice + Grey Sky Vs Red Fire (2 vs 1) The map is new and needs brave heroes to test it and report their impressions and suggestions to improve it. Dont forget to enjoy the game too! |
|
matchet (05/01/2017 06:27pm | Edited: 05/02/2017 01:04pm):
MAP ANALYSIS First things first. Building count whithin everyone's main island GS & CI have 1 HQ, 13 cities, 3 factories, 2 ports & 1 airport (20 each). RF which is expected to have double that number, have instead: 1HQ, 18 cities, 6 factories, 4 ports & 2 airports (31 total), plus, a more extended distribution (which means buildings a bit more far between each than GS & CI). This weakness is solved by two ways: first, by adding buildings within RF's isle in the count (+4 cities & +1 factory). And second, by having a better access to lateral isles which contains 2 factories, 2 ports and 2 cities each. Assuming RF gets half of these islands plus HQ island buildings, he reach the following number: RF's estimated reach 1HQ, 24 cities, 9 factories, 6 ports & 2 airports (41 total) - Each have 1 extra factory in a miniisland in the corners which with a proper lander or Black Boat can provide aditional land production (or becoming a proxy for the invading rival if got captured by surprise!) - There are three minislands with 1 city each which can be crucial in dominating the middle sea |
|
matchet (05/01/2017 06:43pm | Edited: 05/02/2017 01:04pm):
MAP STRATEGY - As GS & CI, you have 2 possible primary points of interest and 2 secondary points of interest: - A common primary point of interest for each player are the airports, for there are only one avaiable for each player (2 for RF) - Another common primary point of interest are the lateral islands, which each one can provide up to 2 factories, 2 ports and 3 cities if fully captured - A secondary point of interest are the mini-islands in the middle of the map, which gives 3 cities and can help significantly in securing the middle sea - Another secondary point of interest are the mini-islands in each corner, which can provide extra ground units if supported with transports, or being captured by surprise to act as proxy factory for invading the main isles Other considerations: - reefs are as much important as forest for securing "safe" points for artillery, ships and invaders - In some cases, GS & CI players can break the pipes for land access to lateral islands, or by opposite means RF can break it to open a close path to enemies' HQ. By this way, GS & CI isles are effectively connected by land with RF's Main island (let the invasion begin!) - There are some intendeds chokepoints inside each player's main island for slowing the things and give some extra time to the defender. The chokepoint's however can be used by the opposite means and help the invaders to retain the place and prepare or not for further advance |
|
ichbinsehselber (05/03/2017 04:57am):
Very interesting map. The airports, harbours and number of cities appear to be balanced. It is nice that you even put an analysis into your map comments. Some points which may be possible to improve: RF moves first on all 4 bases. You are trying to compensate that with the pre-owned cities, but this is only the second best way to counter FTA. It covers only the income aspect of FTA. In most cases it is better to put an infantry on half of the bases of the later moving players. The most important aspect of balance is the number of bases. The allies get their guaranteed neutral base earlier than RF. This is problematic for 2 reasons: 1. RF can build the extra units later. 2. The RF bases are closer to the front. You may argue that these effects cancel each other out but if you want to make sure the map is balanced you would want to avoid sure unsure balance. In the (right-left-center) there are 2 neutral bases which seem to be contested. Contested bases are problematic for balancing. Even more so in Fog of War. Then there are 2 more bases to be received by the allies while RF gets one base near his HQ and 2 on the corner islands. To be on the safe side with bases it is usually a good idea to mirror the bases and make sure half of them is received frist by side A and the other half by sdie B |
|
Xmo5 (05/03/2017 12:04pm):
I left some feedback on your forum post. For the convenience of those reading, you can view the discussion at: http://www.takeyourturn.net/t921-lungea-s-archipielago-2v1fogbalanced#5336 |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites