Creator: clord666 || First Published: 09/22/2018 || Players: 5 || Size: 35x50
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| Comments: |
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clord666 (09/22/2018 09:21am | Edited: 03/02/2019 08:50am):
Hello, welcome to this 2vs2 Capture the Flag on AWBW, below are the SUGGESTED settings and how to play. Recommended Settings Are Teams: Blue Moon (BM) + Black Hole (BH) vs Green Earth (GE) + Yellow Comet (YC). Orange Star (OS) is the mod and should be their own team Tags: Flexible Weather: Flexible Fog: Flexible (easier to play with Fog Off but might not be as fun as with Fog On) CO Powers: On Funds Per Turn: 10,000 (funding should not be a factor in this game) Starting Funds: 500,000 (again, funding should not be a factor in this game) Capture Limit: Off Days Limit: Off (Mod will crack down on stalling behaviour however, more on that later) Unit Limit: OFF Boot/AET: Flexible CO Bans: Kanbei, Damage COs (Kindle, Sturm, Rachel, Von Bolt, Olaf, Drake, Hawke) unless they agree not to use their damage powers during the game. Other bans are more flexible with some COs being stronger on this map than others (e.g Sami will be more useful than Grit, Colin and Hachi). It is recommended Orange Star plays Sonja. Unit Bans: Black Bombs, all planes, all ships, rockets, artillery and mechs. Recommended to play with Md Tanks, Mega Tanks and Missiles banned, but can play with these allowed. Lab Units: Infantry, T-Copters, Neotanks and Piperunners. 1333 Bug Due to the tile limit, some of the pre-deployed units could not be created. OS needs to duplicate the positioning of Piperunners and subs at the bottom just like at the top in addition to any other early moves they must make. BM also needs to build an infantry on their bottom base to mirror the pre-deployed GE infantry. ------------------------------------------------------------------------------------------------------------------------------------ Gameplay Refer here for the areas of the map (areas are labelled and marked off by red lines. The areas are the squares within and including these red line): https://i.imgur.com/KLBpGuJ.png (not quite accurate anymore but should be good enough to understand the following instructions). The areas labelled with the numbers 0,1,2,3 are not part of the Main Game Area. Area 2 is used for rewards while the other numbered Areas are not relevant to the Players and are for funding and Mod use. The aim of the game is for BM and GE to rescue their infantry from their respective Flag areas and return them to their defending areas before the other team does, while their teammates YC and BH try to stop this rescue. To do this, GE and BM will spawn 15 T-COPTERS from their Airports IN THEIR DEFENDING AREAS, while YC and BH will spawn 15 attacking units IN THEIR DEFENDING AREAS. NO UNITS MAY ENGAGE IN BLOCKING TACTICS WITHIN THEIR OWN DEFENDING AREAS. OS will use their mod vision to see if any blocking occurs and may penalize players for doing so (more on this later). PLAYERS MAY NOT HAVE MORE THAN 15 UNITS (discounting the infantry) IN THE MAIN GAME AREA. Once spawned, a T-Copter or Attacking Unit CANNOT BE DELETED, even if it runs out of fuel or ammo. YC and BH are allowed to build APCs, and units may return to bases in their Defending Area to refuel. Attacking units are permitted ONLY in their own Defending Areas and in No Man’s Land. ie ATTACKING UNITS CANNOT ENTER THE ENEMY DEFENDING AREAS. T-Copters are permitted in their own Defending Areas, their own Flag Area, their own Jail Area, No Man’s land AND in the enemy team’s Defending Area. If any unit besides the infantry dies (if the infantry is killed it must be respawned in the correct Flag Area as soon as possible), you must respawn a B-COPTER from an AIRPORT IN YOUR TEAM’S JAIL (e.g if a BH Tank killed a YC AA in No Man’s Land, on YCs turn they must spawn a B-Copter in the GE/YC Jail). These B-COPTERS cannot leave the JAIL AREA unless a Jailbreak occurs. One way a Jailbreak can occur is if GE or BM have a T-Copter travel into their Jail area rather than the flag area. When a Jailbreak occurs, all the B-Copters spawned (and the T-Copter that traveled there) may flee the Jail Area and make it back to their teams Defending Area. THEY CANNOT ATTACK ANY ENEMY UNITS while fleeing, however YC and BH may use their units to shoot down any B-Copters that are fleeing. B-Copters are allowed to engage in blocking tactics though (e.g to protect an escaping flag) but they can only travel in the enemy team’s Defending Area and in No Man’s Land. Once a B-Copter makes it back to their team’s Defending Area, they are safe and MUST be deleted next turn, then another unit (T-Copter if the B-Copter that made it back belonged to BM or GE, Attacking Unit if the B-Copter that made it back belonged to YC or BH) must be spawned from the teams Defending Area bases or airports. T-Copters cannot be in the Jail or Flag Area for consecutive turns, however multiple T-Copters may enter and leave on any given turn as long as every turn with a T-Copter in the Jail or Flag Areas is followed by a turn with no T-Copters in the Jail or Flag Areas (Jail and Flag Areas are treated separately, i.e. a T-Copter may enter the Jail Area and another T-Copter may enter the Flag Area the following turn). T-Copters may also leave the Jail or Flag Area and return a turn later without returning to their Team’s Defending Areas. They may also initiate a Jailbreak and then a Flag Rescue or vice versa, without returning to their Team’s Defending Areas. A single T-Copter can also create several Jailbreak turns (as it can exit and re-enter the jail). B-Copters can only leave jail when there is a T-Copter within the jail however. Jailbreaks do not have to involve any or all B-Copters (i.e. some could return, however they can only leave jail while a T-Copter is also within the jail), and a T-Copter that enters the Flag Area does not have to rescue the flag. The game is won when a team’s infantry enters their defending area (regardless of hp, however the infantry itself must be in the area, it does not count if the infantry is still inside a T-Copter) or if all enemy units are in jail. In this case OS will remove the losing team by capturing their HQs using their infantry in the area labelled with a 0 and then resign. If fog is on, please send OS screenshot (or multiple screenshots if needed). All screenshots must include vision of the whole map so OS can know it is genuine). OS will monitor the game for breaking of rules (e.g Incorrect Spawns, too many spawns, T-Copters not leaving Flag or Jail Areas immediately, deleting units, having units in areas they are not allowed to be in, etc.) and anti-competitive behaviour (e.g blocking off the Jail or Flag Areas, not sending any units outside the defending area, stalling, etc.). If playing with Fog of War, OS will have vision difficulties so send screenshot evidence (again, entire map screenshot) of the enemy team engaging in rule breaking or anti-competitive behaviour, or your team playing competitively to OS so they can act or refrain from acting. Also, please do not engage in anticompetitive behaviour and cheating, or the game will not work. In the event of cheating or anticompetitive behaviour, OS has a range of options they may employ at their discretion depending on the degree of the transgression and may also issue warning before acting. These actions are: - The piperunners can shoot down units (e.g if they are incorrect spawns, punitively against a team that is cheating or being anticompetitive, or randomly if the game is stalling for unknown reasons) - OS may spawn an infantry from a base in the 0 area to shoot one or more missiles (targeted if a team is cheating or engaging in anticompetitive behaviour, or if the game is just stalling for unknown reason send missiles to random targets – e.g with a random number generator choosing target coordinates within the Defending Areas and No Man’s land) - Sending one neotank out to punish a team engaging in anticompetitive behaviour or cheating, by killing the team’s units where it can. Or the game is stalling and the reason unknown, OS may send out the neotank with a random number generator to determine its movement path and it killing anything it gains vision on (randomly choosing a target if multiple are in vision range). OS must respawn the neotank immediately may also delete the neotank outside of the 0 area after they are satisfied it has achieved its purpose. - Declaring a jailbreak (equivalent of a T-Copter being in the base for that turn) for both teams if the game is stalling, or against a team if they are cheating or engaging in anticompetitive behaviour. - Moving the boundaries of No Man’s land away from the line of broken pipeseams it originally starts at to make the area smaller or larger. OS may do this equally on both sides if the game is stalling, or OS may increase No Man’s Land into the Defending Area of a team that is cheating or engaging in anticompetitive behaviour. OS may return the boundaries to their starting positions or to another position if they so choose. As per a9977321's suggestion to reduce stalling, OS has been given labs within No Man's Land so a token system may be implemented. The Area labelled with a 2 has towers which can be given (temporarily or permanently) in exchange for tokens, which may be earned by having a unit on OS's lab for example. Thanks for reading, hope you enjoy : ) |
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a9977321 (09/22/2018 12:46pm):
PM me when this map got alpha tests. I am interested to join. The concept is interesting, but it is easy to break rules... FOW is especially complicated and we can possibly start from no-FOW. From tactical perspective turtling might give you a slight advantage over the opponent in the combat... Maybe towers or other incentives(e.g. occupying the lab for 10 days can let mod shoot a missile at a designated area) can be given. Introducing a total token system is possible as well. |
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clord666 (09/22/2018 01:57pm | Edited: 09/23/2018 03:31am):
While some of the rules are easy to break (mostly the spawn rules) it should be pretty obvious if you do. People shouldn't try to cheat since it just ruins the game and OS can easily remove them. I'll change those central labs from neutral to OS and add a tower reward area to allow for a token system If the creator wants one. I dont think its required though since OS can punish stalling without such a system anyways. Plus its possible to stall while holding onto one or multiple if those labs anyways. Stalling can often give advantage but it could also result in no one winning, which no one wants. |
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clord666 (09/23/2018 05:28am | Edited: 03/02/2019 02:21am):
Example Token System: At the start of OS's turn, a team will earn 1 token if they have a unit (regardless of hp) on any of OS's labs. They will earn 1 token for every lab they have a unit on, but earn 5 tokens if they have a unit on all 4 labs at once (e.g if they have a unit on 2 of the labs, they will earn 2 tokens) Tokens may be exchanged for the following: 10 Tokens: The team gives a coordinate (within No Man's Land or either Defending Area) for OS to target a missile at on their next turn. 10 Tokens: OS will move their Neotank and infantry in the Area labelled as 2 one space so either of the team's infantry may capture 1 tower permanently. 20 Tokens: OS will send one Neotank from the Area labelled as 0, into their enemy team's Defending Area. The neotank will kill any enemy unit it gains vision on (if multiple units are in vision it will prioritize kills then unit cost) until it is killed or it runs out of ammo or fuel after which it will be deleted. A team can attack the neotank if they wish. OS will also do their best to ensure the neotank gets as many kills as possible before dying or running out of fuel. If both teams send ask to send out a neotank, the neotanks will ignore each other (ie they will not attack each other). 25 Tokens: OS will declare a jailbreak for the team which lasts 1 turn. |
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clord666 (03/02/2019 08:55am):
Version 2 after Alpha Test. Changes 1, Unit Limit removed. 2. APCs in Area 1 removed as Unit Limit no longer relevant. 3. Mod granted subs for greater vision. 4. Placement of subs has resulted in minor terrain changes Without Unit Limit mod must use their extended vision to notice if there are too many spawns. However the extended mod vision will allow them to better notice rules being broken either intentionally or unintentionally. Mod can also exercise greater discretion when blocking is occurring against the rules. |
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