Creator: its2three4 || First Published: 07/04/2021 || Players: 2 || Size: 36x24
Categories: C-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
its2three4 (07/04/2021 01:40am | Edited: 07/04/2021 01:43am):
First time mapmaker! Would appreciate any constructive criticism regarding what works and what doesn't work.

So the intention of this map was to force your and your opponent to make hard decisions.

I purposely placed the production buildings in such a way so that access to the central alleyway and your opponent's HQ
would always be easier than trying to get back to your own HQ. This should force your and your opponent to have to make
decisions on where to commit resources.

If you overcommit to defending you might cede control of the center - where most of the money is - to your opponent which
may eventually cost you the game. However if you get to greedy and and don't defend your HQ well enough your opponent
might just win outright with a capture. Given how important it would be to balance your allocation of forces between these to
choices, this map possess plenty of mountains so that you are able to evaluate your opponent's positioning vs your own.
Conversely there are also plenty of forests so that you and your opponent are able to conceal information from each other.

In practice I'm not sure how this will all play out but I hope you give this map a try and leave your thoughts below when you
do. Thanks!
Yellowash (07/04/2021 02:24am):
I really like the general layout/gimmick of this map. The restricted accesses on the sides that head directly to the HQ is an interesting concept to use. I would add at least one more pipe seam though, because only one land tile connecting to that isthmus is way too chokey and easy to defend, especially having that straight row of mountains just behind. That would be my general observation, to create wider land connections between the middle and both sides with creative morphology/tile topology. The mountains in the middle i think are a bit numerous and for me thats a problem not becase of the vision in fow, but because it incentivizes clogs and high number of indirect units.

Also, maybe a little too big (36x24) which in combination with the narrow land spaces will probably reinforce even more stalemate situations in competitive gameplay.

Very good for first time imo. Just some of my thoughts from my perspective.
its2three4 (07/05/2021 01:22am):
Thanks! I'll make some edits in accordance to your thoughts.



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