Creator: BurningStarFour || First Published: 05/02/2018 || Players: 4 || Size: 26x26
| Categories: C-Rank, FFA Multiplay, Standard | ||
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| Comments: |
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wilkyb (05/02/2018 11:00pm):
eyyy its a coheed fan lmao |
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wilkyb (05/02/2018 11:01pm | Edited: 05/02/2018 11:01pm):
no i dont wanna think of you~ *crash symbol* |
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wilkyb (05/02/2018 11:01pm):
no I dont wanna think of you anymore~ |
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wilkyb (05/02/2018 11:10pm | Edited: 05/02/2018 11:12pm):
I like this map a lot, but I think making it much larger would allow for more in-depth play!!!! this way you can include a few more cities, and then copters/armies are required to be more committed to attacks on the map. but i like this map a lot! |
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wilkyb (05/02/2018 11:11pm):
I'm giving it a 7 because I think it's too cluttered. Make it B I G. yeah big |
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wilkyb (05/02/2018 11:16pm):
but hey, I should play a few games on it before I really give you a hard time about it |
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walkerboh01 (05/03/2018 03:48am):
So much for playing on maps before rating... |
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BurningStarFour (05/03/2018 08:18am):
I actually feel like there is a lot of open space here. Only a few dead spaces. That majority of the conflict will take place centrally, though, for sure. As this is my first rotational map design, I am sure it contains plenty of flaws that could be hammered out. |
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wilkyb (05/03/2018 08:40am):
@walkerboh1 I think I'm experienced enough now that I can comment before rating, seeing that nobody else goes by the notion anyways |
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Xmo5 (05/03/2018 09:29am):
I think you could afford to add some more cities. A quick count gives me 13k, which is probably a little bit low for 2 bases and an airport, especially due to the size of the map. With that much ground to cover, I think it will be important to deploy semi-regular air units without resorting to infantry spam and I think a couple of extra cities per player would go a long way towards that. I'll also add that the current FTA counter setup essentially reverses the advantage to be in the favor of YC and GE, due to the single base start. Balancing FTA with a single-base start is tricky, but the best advice I can give you right now is to just make the other base pre-owned as well. Alternatively, you could make the pre-owned city into a 3rd base (pre-owned), leaving the current neutral one as-is, but that would also require more funding. |
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walkerboh01 (05/03/2018 02:45pm):
I hope you realize how hypocritical that is. |
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wilkyb (05/03/2018 03:12pm):
buddy atleast I acknowledge I'm breaking the rule, so why don't you go kill the buzz somewhere else? |
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BurningStarFour (05/04/2018 08:39am):
Thanks, Xmo5 - I'm going to let this first test play out to see how the general lay out goes, and then I'm definitely going to implement some additional properties. I like having a neutral base because I feel like it creates a forced decision about HOW to expand instead of just where to expand to. I see plenty of places where I can plug in extra cities. If I turn the pre-owned city to a base, how much more funding do you think is needed? Would an extra 7k do it? I'm afraid any more after that point, it may start to get crowded. |
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Xmo5 (05/07/2018 09:00am):
If you made the city into a base, I think 4-8 additional cities per player would be a healthy level of income. |
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BurningStarFour (07/01/2018 06:08pm):
Changes made: - Included additional cities for more income. - Changed neutral base into pre-owned. - Added an additional ghost airport to encourage more air building - provides additional refueling and healing opportunities, and is another source of income which was needed on this map. |
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Meta Rexy (07/25/2018 05:54pm):
I really like the use of ghost airports here, and the pipe seams to minimize stalemates as well as a way to pressure air units by making their heal points vulnerable to attack. The center of the map is extremely open, but idk what I think about that yet without testing. If you find the map too open, you can use more pipes to block off spaces for ALL units to traverse, not just ground ones. |
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