Creator: MalloyBoi || First Published: 08/09/2021 || Players: 2 || Size: 22x18
| Categories: C-Rank, Fog of War | ||
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| Comments: |
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MalloyBoi (08/09/2021 11:20pm | Edited: 08/09/2021 11:28pm):
Fog Of War (I tried following the advice given on my last map I made and cut down on terrain near the middle of the map) Shoals/Shores make up a huge chunk of the terrain on the map alongside plenty of roads and bridges to ensure vehicles on wheels (such as Rockets & Missiles) don't get bogged down across the map. Roads and bridges are also there to keep fuel consumption low and vehicle mobility high should Drake or Olaf come into play to eat away at your vehicles' fuel or if a Recon survives for extended amounts of time. I thought plains spam made the battlefield look bland and boring, so that's why the map looks large blobs of shoals/shores with rivers interspersed throughout. Plus, with how much terrain gives no defense bonuses, you can start to feel the 1 defense star plains have, making it seem somewhat valuable, especially since the center (aka Shoal/Shore central) is where most of the fighting happens anyways. Its mostly to allow the map to feel open while letting infantry and air units move around (mostly) unimpeded while also limiting where vehicles can park themselves. Defensive terrain is somewhat sparse to discourage defensive play, prevent spotty vision in the fog and lower the overall chance of traps from occurring, especially near the center. Units can still be reliably hidden with the few forests near the Com Towers should you need to pull them away from combat. Pipes and seams are mostly there to slow, but not completely stop, infantry and air units from infiltrating enemy lines and prevent vehicles without breaking the seams. Slipping in through the 1 river tile in-between pipes is still possible for some risky or stealthy maneuvers. There's also few chokepoints to keep the battlefield open There's only 6 properties (3 per side) that can be captured back-to-back in succession by an infantry unit, meaning for almost every property, there'll be at least a day's worth of downtime during an infantry's (or mech's) hike towards a property, thus slowing down the capture game. HQ is placed close enough to the center to warrant potential captures a decent threat, with two river tiles slowing down infantry attempting to do so (Sami could potentially abuse this if an infantry or mech is close enough when she pops her COP or SCOP). Com Towers are mildly contested, being relatively close to a particular side for an easy capture while also being out in the open enough for opposing COs to swipe them if left undefended. Any criticisms, comments, or feedback is welcome and appreciated. |
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barmakdarwesh (06/04/2022 03:16pm):
how can i play? |
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