Creator: BurningStarFour || First Published: 05/02/2018 || Players: 4 || Size: 26x26
Categories: C-Rank, FFA Multiplay, Standard
Rating: 7.00 in 1 rating
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Comments:
wilkyb (05/02/2018 11:00pm):
eyyy its a coheed fan lmao
wilkyb (05/02/2018 11:01pm | Edited: 05/02/2018 11:01pm):
no i dont wanna think of you~ *crash symbol*
wilkyb (05/02/2018 11:01pm):
no I dont wanna think of you anymore~
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!

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
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
walkerboh01 (05/03/2018 03:48am):
So much for playing on maps before rating...
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.
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
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.
walkerboh01 (05/03/2018 02:45pm):
I hope you realize how hypocritical that is.
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?
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.
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.
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.
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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