Creator: McHoss || First Published: 06/12/2020 || Players: 2 || Size: 20x20
Categories: C-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
McHoss (06/12/2020 07:42pm):
Hello AWBW homies- it's been a while since I've been on here, so I figured I'd try this map making thing again.

I'm not hip to all of the map theory, so some of you will have to whip me into shape. The idea, though, is that BM has a very
strong flank on the right side, with an opportunity for a weaker front on the left. Alternatively, they can choose to double down
on the western front and push east from there. I didn't want the center to be too chokepointy, so I kept it nice and open, with
three different entry points to the four corners if desired.

C&C is appreciated, as I know there is a tried-and-true science to these 20x20 guys that I may not have addressed properly.
Cheers!

-mchoss
walkerboh01 (06/14/2020 03:34am | Edited: 06/14/2020 03:35am):
Hey welcome back. I have three quick pointers for you:

1) You generally don't want to include preowned cities as they contribute to first-turn advantage (FTA). I recommend making the
pre-owned cities neutral.

2) Be careful about heavily contested neutral bases. When it's possible to stop the capture of a neutral base, the map is
reduced simply to a battle for who can win the base, which takes a lot of the strategic depth away (and can also amplify any
small balance issues that would otherwise be negligible). I recommend moving the neutral bases back so they can safely be
captured by each side.

3) It's generally considered good map etiquette to put the HQ in a location where it can be captured once one side has accrued
a large advantage. This prevents a losing player from stalling once the game is clearly over. I recommend moving the HQ
forward a few tiles; for example, the OS HQ could go around (07,07). You just want it close enough to the starting bases that
it's not threatened early on.
McHoss (06/17/2020 02:35pm):
Hey there, thanks for the feedback! My opponent went MIA on my test game, but I will definitely be making your suggested
changes as soon as that game ends.

I also noticed that an early recon practically won me the game within the first couple of moves- do you think I should adjust the
terrain to stop that, or would moving the bases closer to each HQ serve to limit the early game recon's usefulness?
Ilese (06/19/2020 10:25am | Edited: 06/19/2020 02:04pm):
How to stop recon:
Remove the pre owned cities
Pull the neutral base closer to the one who you want to have that base. Or
Switch the neutral base to pre owned, and one of the pre owned base to neutral base, which is closer to other base to cap
If you dont want to do any of that, change the road to plain it should slow the recon and buy you enough time
McHoss (06/22/2020 09:49am):
Thanks for the feedback! Was finally able to make some edits:

- HQ's moved into the center

- NE and SW neutral properties moved closer to their respective HQ's

- Pre-owned bases switched to the outer flanks, leaving one neutral base close to each HQ.

I'll continue to make edits as testing/feedback goes on. Thanks guys!

-mchoss
McHoss (07/14/2020 03:14pm):
After further testing, I noticed the central front was pretty recon friendly, leading to some cheesy victories. I put in additional forest tiles around the Comm. Tower to delay early recon shenanigans.

-mchoss



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