Creator: BurningStarFour || First Published: 07/13/2018 || Players: 2 || Size: 30x24
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| Comments: |
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BurningStarFour (07/13/2018 02:34pm):
The Longline River Trading Company has abandoned the war torn area that once was a fertile oasis for commerce. Your enemy has taken a bold stand with an aggressive forward position, leaving their HQ exposed... but so have you. Will you take advantage of the company's deserted resources and Longline's shallow waters to aid your forces back home? Changelog and Notes: - So I am not sure about this one as it stands. I like the general concept, but struggle to decide if there should be any other opening points in the river. Keep toying with the inclusion of a bridge different sections of the river. Open to feedback. - Not sure I got this FTA counter right. Any thoughts? |
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walkerboh01 (07/14/2018 12:48am):
For the FTA counter, you should remove one infantry from each side. That's probably closer to being balanced. |
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BurningStarFour (07/14/2018 01:57pm):
Wow, a 5? I didn't think this was that bad of a map. I would like feedback as opposed to just a crap rating - just a bad rating doesn't really help make anything better. Can someone give feedback BEFORE taking a dump on the rating? Thanks. |
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Meta Rexy (07/14/2018 03:13pm):
The fronts here look extemely wide. The large number of properties seems to encourage more teching up and transports to bring units around. I'd be curious to see how a pre deployed black boat changes this map dynamic, or an opening up of the sea to more naval units than just transports. |
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walkerboh01 (07/15/2018 03:10am):
Don't stress too much about map ratings. Trolls are gonna troll... |
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MorganLeah (01/17/2020 07:51pm):
Just finished a game on this. My thoughts: The 2 bases + airport vs. 1 base is VERY lopsided. Nothing inherently wrong with that in and of itself, mind you, but absolutely the optimal thing here is to be very aggressive on your strong side to get the HQ as quickly as possible, and to play very defensively on your weak side to prevent the same. The issue with that on this map specifically is that there is absolutely no way that building any transports from your ports is even remotely optimal, which renders the choice you were trying to give players ("Will you take advantage of the company's deserted resources and Longline's shallow waters to aid your forces back home?") quite moot (the answer is that no, you shouldn't.) If you do want to bring that into play, the things to look at are: 1) Reducing the power discrepancy on the main fronts - basically make being hyper aggressive on the strong side more difficult. Ways to do this include moving one or both of the bases back, moving the airport back, adding more slowing terrain near the bases, adding more good defensive terrain near the HQs and/or making the area near the HQs less wide open and more choky 2) Predeployed transport boat(s) |
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likegel (11/26/2022 01:55am | Edited: 12/10/2022 06:06am):
The compensated infantry is on the side without factory, and the FTA is a bit unbalanced. The yellow comet can completely ignore the enemy city and occupy the factory. In the early stage, one more infantry can completely recover the gap of 2000 funds (an additional round). If this is done, in the same number of days, the acid will only have one more infantry and 4000 more capital than the yellow comet (the initial three assets are equivalent to an additional 2000 for the yellow comet, and the acid city will survive three rounds, which is equivalent to an additional 6000) Generally, the map of 2 factories will compensate one infantry soldier, and the map of 3 to 4 factories will compensate two infantry soldiers Shit, it a standard map? In this case, the acid is 2500 (3000-500) more than that of the yellow comet.No wonder it was very difficult in the early stage against Sasha. |
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