Creator: tehol || First Published: 06/02/2020 || Players: 2 || Size: 36x36
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| Comments: |
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tehol (06/05/2020 01:45pm | Edited: 06/05/2020 01:47pm):
Same idea as this one: https://awbw.amarriner.com/prevmaps.php?maps_id=82640 Difference? 3 bases per side instead of 2. I also made it more round, and I inched white team infantry a little closer to the cities to lessen the FTA associated with 3 bases (effectively the one infantry is on day 3 - built day 1, moved day 2, and ready day 3). I believe this is appropriate balance, since it's one of the more important moves to inch ahead, but it's only from one base. I wanted a map that looked good, and had multiple unique (but largely separate) attack paths (hence the "redirect"). So there are fronts (1) and (2), one on each "island", separated by the sea in the middle. Then there is front (3) with the central four ports/bridge... going for the bridge will slow taking the airports. Then, there is (4) the possibility of transport surprise landing behind either front (1) or (2) through sea in the middle, or around either side of the circle. All this requires FOW. The airports are intentionally very attackable, just on the edges of fronts (1) and (2). Bans: COs: Broken 5, Tier 1 including Javier because it's a very large map with com towers Units: Stealths, black bombs I think the map could also be played high funds to increase use of ports/airports, but I haven't tried that yet.... |
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tehol (06/12/2020 10:23am | Edited: 06/12/2020 10:23am):
Also, in case this wasn't clear, my idea with the roads wasn't just looks. I was hoping to "shorten" the distance around the edges by making travel easier there... I think this makes it about as easy to pick a fight near the airports as it does over the central ports |
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tehol (07/22/2020 05:02pm):
because I'm deleting the original map, I'm moving this summary over: One of my big hopes for this map was to have the all-unit terrain in the middle, and to use the sea both as a barrier and active transport route. So sea, ground and air units can be potentially helpful in the center (with ghost units prevent using these ports to build, which Walker taught me). Also, of course, ships can go around either side of the whole circle The shoals are also placed in such a fashion so as to promote sneak attacks on HQs through the middle of the island... the idea is that there are sufficient reefs that a lander or black boat can sneak through the middle of the map, and land right next to HQ. Alternatively, it's possible to sneak around the island. The route is a little longer and the surprise is less, but you can pick up a com tower on the way. |
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tehol (07/27/2021 08:46pm):
I think this map plays much better as high funds |
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