Creator: Foraz || First Published: 12/20/2017 || Players: 4 || Size: 29x19
Categories: None
Rating: 0 in 0 ratings
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Comments:
Foraz (12/20/2017 06:19pm):
OS+YC vs BM+GE

A little gimmick with switched bases - by losing your own base, your teammate is losing too by HQ
capture, so losing one starting zone efficiently ends game. (Of course teammates can switch starting
zones, but is it worth the time?)

First map so I could always use some advice. :)
Xmo5 (12/20/2017 08:11pm):
Hi Foraz! Since it's your first map, feel free to give a read to our introductory guide to AWBW map design. It
has a lot of great started tips. :)

http://www.takeyourturn.net/t877-map-making-guide-i-introduction-to-awbw-map-design

If you have any questions, shoot me a message or pop into the Discord or the Forum (both linked on the left
menu). The discord is where most people hang out these days so you'll have no trouble getting map design
advice or answers to your questions there!
walkerboh01 (12/20/2017 10:15pm):
Regarding your map, it is very narrow where the front lines are, and has relatively heavy terrain there as well. This
makes tactical movement difficult, and therefore stalemates are more likely.

I'd recommend reducing mountains near the horizontal centerline of the map, adding more bridges to the rivers to
allow more dynamic movement options, and reducing the number of forests by about 75%.
Foraz (12/21/2017 10:00am):
v1.1
Fixed what Walker said + removed silos and center city.
walkerboh01 (12/21/2017 02:23pm | Edited: 12/21/2017 02:26pm):
Nice! Now i would recommend making your base positions rotationally symmetric instead of left/right.
Specifically I’d shift one of each teams’ bases closer to the center so each team has an advantage capturing
one airport instead of each being 50/50. This will help make your games less static.

The next step after that is to start using curved rivers and roads instead of straight ones. When all of the terrain
is straight, the shape of the battle lines will also be straight. By curving the terrain, you make the fronts
diagonal, which is good for games because it gives each player more possible tiles to use in attacks and forces
more complicated defensive positions. In other words, it makes you think more, which is good in a strategy
game!
Foraz (12/22/2017 04:09pm):
v1.2
-Moved bases so one of each team is closer to airport, and second is closer to middle
-Modified main horizontal line
(so basically fixed what Walker said... again x) )



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