Creator: bleys64 || First Published: 08/20/2018 || Players: 2 || Size: 20x20
| Categories: None | ||
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| Comments: |
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bleys64 (05/17/2018 10:04pm):
Just a simple symmetrical 1v1 map. Let me know what you think. |
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wilkyb (05/17/2018 10:32pm | Edited: 05/17/2018 10:36pm):
The bases in the middle will cause utter chaos for whoever gets it, BUT i think the airports are interesting to contest that problem albeit though I think they are still too close to the core of the action I score it a 6 because I think you are on to something interesting here, but it misses 4 points because it needs testing, and because as far as I can tell there is only one way to win the game from the get-go (battle over the middle bases, or alternatively capture the air bases) Personaly I don't like the idea of there being just one main objective on the map. Space the air bases a bit further away from the centre of the action (while still making it possible to capture both air bases for the player who chooses not to capture the regular bases) and test capture phases. I see the potential! A good way to improve a map is to test for certain outcomes from turn 1 ((bottom up). You can test on your own when you produce a second account and join games of your own. It might take a little while to find a good balance. Eventually, even yourself will question who even has the advantage! I recommend to test without fog of war, and then to play your serious games against real opponents with fog of war enabled. That's just my preference with FoW because I think it allows for a lot more creativity and deviation from the more certain opening builds. |
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wilkyb (05/17/2018 10:44pm | Edited: 05/17/2018 10:46pm):
oh, I didn't see the starting air bases I don't like that XD ... because it pigeon-holes both players into producing an air unit instead of having the choice to venture out nearby to capture either a regular base vs an air base I think the best maps allow for the most possible options while still maintaining a relatively certain / predictable meta game |
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bleys64 (05/18/2018 12:50am):
I see what you mean about the airbases and the fog. I put more spots to hide and made the airbases farther from the action. |
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walkerboh01 (05/18/2018 01:14am):
I strongly recommend removing the central neutral bases. Three bases per side is also plenty for a map this size, any more than that is overkill. There's no reason to produce anything but infantry from the starting bases once you capture the forward base(s). |
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bleys64 (08/20/2018 11:37am):
Took out the center bases for comm towers because it was too easy to defend the center once you got the bases. |
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bleys64 (08/20/2018 11:40am | Edited: 08/20/2018 11:40am):
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