Creator: Vonrich || First Published: 06/10/2017 || Players: 8 || Size: 38x26
Categories: None
Rating: 8.00 in 1 rating
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
the-deadly-shadow (06/10/2017 12:46pm):
I think this is a decent 4 vs. 4 map.
Xmo5 (06/12/2017 08:41am):
I think the land fronts are too straightforward and narrow. This will force air (and
probably some naval) play, only as a result of a stagnant land battle. Cultivating healthy
naval warfare is very difficult on account of the fact that:

1) Funding and production facilities are all land-controlled
2) Naval units are comparatively more expensive than alternatives
3) Naval units are comparatively more specialized than alternatives
3 b) Naval units have more limited mobility than alternatives

Basically, land units will always be your bread and butter because they cost the least and
because they actually capture things that make you more units and money (both of which are
critical to winning). Air units offer additional mobility and specialization vs ground
units and can be used to further land battles, but at a higher cost. At an even higher
cost, naval units accomplish the same basic task, but usually less effectively so most of
the time using air units would be a better tactic if they're available. Pure air and naval
battles don't work well because you never really gain ground by capturing things, so
that's not really an option either.

Anyway, what I'm trying to say is that making heavy naval maps work well is a lot harder
than it sounds, and it almost never works if you also have airports. Over-restricting land
battles just to force other unit purchases doesn't really make for a healthy progression
because even if you get the naval warfare you want, you're pretty much stuck in a deadlock
on the land fronts regardless and that's what will determine who wins and who loses.
Slightly restricting land battles while providing advantageous roles for naval units
(along with no air units and plenty of funding) can work, but again, it's easier said than
done.

As a final note, don't feel like you have to abandon the endeavor just because I said it's
difficult, but just keep in mind that we're no longer in Map Design 101 so it will
probably take a lot of trial and error.
Vonrich (06/12/2017 02:15pm):
This is my first attempt at designing a map, so thank you for the feedback, Xmo5. My intention was
very much to create a heavy naval map, but also to force players to play outside of their "zones". I'm
eager to get a game going on this to see how things play out and make modifications or just take
what I learn and apply it to a new design.
Xmo5 (06/13/2017 10:19am):
Well if you ever have questions, feel free to send me a PM at any point! Also, if you
haven't already joined, we have a new AWBW Discord server where you can feel free to ask
questions, set up games, or chat:

https://discord.gg/WqGgp5s




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