Creator: TheOutcastsOwn || First Published: 12/10/2017 || Players: 4 || Size: 36x36
Categories: None
Rating: 0 in 0 ratings
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Comments:
TheOutcastsOwn (12/10/2017 10:08pm):
Based on a map my cousins and I made and remade a thousand times as kids.

Ban Grit, Hachi, Colin, Kanbei, Sensei, Kindle, Sasha, and Grit
Playing with fog is recommended, though by no means required

Idea of the map is king of the hill. The center is very hard to control, but if you get it, you have a huge leg
up over any other individual player. However as the center area has no direct path to anyone's base,
controlling the center area turns the map temporarily to 3v1, with each crossroads potentially being a 3
player free for all.
Used labs instead of HQs so that you could capture the center and then lose your main base and stay in
the game, maybe even capturing another player's base to get more facilities.
dudeman33 (12/10/2017 10:13pm):
seems interesting at least!
Shadow Star (12/10/2017 11:42pm):
There's 8 bases and an airport in the middle. if you can control the middle, it's easy to defend. Especially since
opponents will have to wade through one another to get to the middle. The.... seaport in the middle is an
interesting choice. Not so fond of having the large empty swaths of space where no combat or any real
capturing takes place. also the ports by the base are, a little strange looking.
I'm going to make the arguement that there's some severe FTA going on here. OS will get to capture all of their
property first, before BM, who will capture before GE, who will capture before YC. this can be mitigated slightly
by replacing BM with GE, and removing one of the predeployed infantry that's sitting on a base, and within
movement distance to another base.
I expect there to be a lot of chokeyness, and as there aren't a lot of places to land sea units, they're going to
run into some issues.with roughly 30K funds per person, but, about 4 of it per person locked away, there's
going to be some issues with that.
You might want some extra shoals, and some more, land and funds to contest over. by making it almost
exclusively a race to the middle, it's going to be hard for GE and YC to compete.
TheOutcastsOwn (12/11/2017 12:19am):
As for the port in the middle, I didn't want to put in a second airport and a city just felt wrong for what I was
trying to do, so I went with a port, because then at least you could build a battleship or a carrier.
Yeah there's some space to cross, but hopefully air and naval combat, and the need to balance two or
more fronts makes it more interesting. The reason I encourage fog is that the long bridges make it take
longer to adapt when something changes, so mindgames and gambles can offer a higher payout (or carry
a higher risk).
I like your idea of adding more shoals. I was debating it myself, and decided only use this many, but I know
where several more could go.
I'm still getting to understand FTA, and although I understand why I should probably remove some
predeploys, what's that you were saying about swapping blue and green? wouldn't it be better for yellow
and green if red and blue had to fight?
I'll try to change a few small things around to make the middle harder to defend. Part of the idea is that any
unit you build other than infantry or air can't move to another front because of the mountains so you have
to dedicate resources very carefully if you're defending it from three fronts, although if it's only from 2, I can
see how that would break down, and also with the money you get, you should just be able to flood the
bridge with strong units, so yeah I'll probably make it a little harder to defend.
TheOutcastsOwn (12/11/2017 12:56am):
EDIT: swapped red and yellow, reduced blue and red predeployed infantry to help with FTA (and I looked
up why I should swap them don't worry)
added shoals to center to make landing possible
moved bridge ports closer to center so that battleships on them could fire at center bases
added a few more reefs in strategic places to hide naval units
made mainbase ports slightly less "weird" (probably)
made it so that yellow comet didn't spawn with green earth infantry on their bases (oops!)
put a shoal hole (TM) in the bridge so that landers could put stuff in people's backdoor
swapped a mountain with a forest for very important reasons
changed center empty silos to cities to give people something to fight over other than trees
added cities to the weak half of each players bridge to give something to fight over/give a place to hunker
down
Shadow Star (12/11/2017 02:09am):
I think, you might want to make the base closest to the lab neutral, and remove all of the infantry, adding one
GE and YC infantry. currently, removing two infantry is too much of an fta counter. balancing three starting
bases is difficult.

There's not a lot of ways to attack a players starting base. It's not necessarily a huge issue, but, adding a few
more shoals to the starting areas could help. Also, maybe make them a little less square. Maybe shifting the
land mass a bit.
Xmo5 (12/11/2017 04:24pm):
I agree with Shadow Star that the center will be far too easy to control by whoever wins
it. With that many bases, long and narrow chokepoints, and pipe walls to top it off, it
will be nearly impossible to overtake, even with a stronger, larger army.
Shadow Star (12/11/2017 11:28pm):
You could replace all of the bases in the middle with cities. a 18 property swing is still huge, but it makes the
center a lot harder to defend. You would still have the issue of long empty stretches of space where units are
going to get bogged down. but at least without the bases you don't have to worry about having to try and wade
through an endless army of mechs.
TheOutcastsOwn (12/26/2017 01:09am):
Edit, changed center bases to cities



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