Is there a central location for AW4 designed maps or do I have to stalk people?

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  3. Is there a central location for AW4 designed maps or do I have to stalk people?

User Info: Pako Pako

Pako Pako
3 months ago#11
Pop tanks that aren't in a CO zone though.

Is it just my playstyle, or do CO units tend to go head-to-head more often than not?
-=PakoPako=- (Proud member of board 917023!)
"This was brought to you by FRUNGY, the Sport of Kings!"

User Info: Xenesis Xenon

Xenesis Xenon
3 months ago#12
Eh, that's basically the tussle.

Mobile COUs try to pop units outside of the enemy zone to take advantage. The air/tank COs have the advantage because they generally want highly mobile units so they can change strong point easily.

But yeah, it often happens that you get a CO vs. CO slugfest and Tasha's not very good at that.
www.warsworldnews.com - Wars World News - The most chilled Advance Wars community on the web.

User Info: Pako Pako

Pako Pako
2 months ago#13
Hnng.

Took me awhile to copy everything onto an emulator. https://imgur.com/a/R1b2D

I've got 30-ish maps in the damn game. I have to stitch up entire maps via the Edit screen if I want a critique don't I?
-=PakoPako=- (Proud member of board 917023!)
"This was brought to you by FRUNGY, the Sport of Kings!"

User Info: Pako Pako

Pako Pako
2 months ago#14
Geez this takes even longer to edit together.

Is there an easier way to capture the map cleanly other than DesMuME and MS Paint?

https://imgur.com/a/f2utP

Tetris-7 is one of my better (IMHO) and rarer foray into asymmetrical map design. It uses all the Tetris pieces (7 of each) along with some bridges to create a mess of a maze. I dunno if I spaced the A.ports and Towers correctly enough; I'd like to keep the tetrad theme, but I wonder if it's possible to reduce the bridges to 7 as well.

Maple Kiss is something I made while getting pissed off at Clover Kiss (an AW1/2 map) that just does not translate well into AW4; P3 is just screwed unless they hang back and accumulate a force big enough to push one side out (if P1 and P2 don't just eat them early). Maple Kiss, a mangling of mispronunciations, kinda resolves this by giving the middle player a sizable starting force while being sandwiched between two others.

Runabout shows off how much I love symmetrical maps and is a shrunken version of a larger map I have. The premise works the same: break the meteors to reach additional bases, break the meteors to cause chaos, and P1 is at a slight disadvantage early. Does this mini-map still work with all the properties so close together?

Center Stage is another example of symmetrical map and asymmetrical army. Not sure if a map this spacious is fun to play in or just artificially long.

I've got ~30 more of these, mostly 4P maps, some 2P. I experimented with small maps, large maps, 1P handicap, 4P bonus, pre-deployed, artistic themes, historical themes... I kinda wanna make something like Grid Assault where there are 4 completely different pre-deployed army structures.
-=PakoPako=- (Proud member of board 917023!)
"This was brought to you by FRUNGY, the Sport of Kings!"

User Info: Xenesis Xenon

Xenesis Xenon
2 months ago#15
I'd recommend Graphicsgale for stitching it together, it has a very nice snap-to-grid function which is really good with sprites and tiles.
www.warsworldnews.com - Wars World News - The most chilled Advance Wars community on the web.

User Info: Pako Pako

Pako Pako
2 months ago#16
Xenesis Xenon posted...
I'd recommend Graphicsgale for stitching it together, it has a very nice snap-to-grid function which is really good with sprites and tiles.

Hm. But then the other issue is DeSmuME's screenshot feature and cropping the upper screen.
-=PakoPako=- (Proud member of board 917023!)
"This was brought to you by FRUNGY, the Sport of Kings!"

User Info: Xenesis Xenon

Xenesis Xenon
2 months ago#17
The DS screens are the same dimensions, so you can just set up a custom grid at the res of each screen and delete the top one.
www.warsworldnews.com - Wars World News - The most chilled Advance Wars community on the web.

User Info: Pako Pako

Pako Pako
2 months ago#18
Xenesis Xenon posted...
The DS screens are the same dimensions, so you can just set up a custom grid at the res of each screen and delete the top one.

I have no idea what that means. I also have no idea how to use the snap feature -- all I can get it to do is align the screen shots at random places (and for some reason, at different resolutions -- the in-game grids do not align properly between screen captures). The layer-transparency is also quite different from GiMP (where I would normally use it to measure overlap by putting the pasted layer at 50%) in that it renders all layers at that transparency.
-=PakoPako=- (Proud member of board 917023!)
"This was brought to you by FRUNGY, the Sport of Kings!"

User Info: Pako Pako

Pako Pako
2 months ago#19
Stitched together my first maps:

https://imgur.com/a/hAu0U

01: Reversal. A pretty basic test. Heavily favors player-1 (red) on capture, forcing blue-player to pick a counter-strategy to delay that.

02: Race! Fooled around with pre-set rules, making the AI ultra aggressive and throwing in sandstorm for the heck of it.

03: High and Low. First time I've created a map on a large scale. A mish-mash of resources focusing on a rush to capture factories.

04: Square Deal. My attempt to balance player-1 advantage within a medium-sized map. Red starts with 1 fewer property, Black with 1 more. Yellow and Black start with 1 tower (out of 4).
-=PakoPako=- (Proud member of board 917023!)
"This was brought to you by FRUNGY, the Sport of Kings!"

User Info: Pako Pako

Pako Pako
2 months ago#20
https://imgur.com/a/tn1zBe8

The 8th set of maps. These were smaller and easier to stitch.
I tried to design maps that were friendly to a mix of all COs or non-COs. (Small with limited production and lots of FOW hideaways.)

27: Entry Barrier. A simple vertical map for 3 players with 4 major choke stages. Player-1 has to pick who to tackle first and hope to crush them before the other side approaches. The other sides have to fight over who captures Red.
Player 1 has several handicaps: 1 fewer Factory, but an additional A-port (and potentially 1 more factory than either other players), 10 Radars instead of Cities. Player 3 has a starting advantage over P2 (a non-neutral Radar).
I wanted to add more meteors (sets of 3 instead of 1), but only had 5 more slots. I tried removing some mountains to achieve the same effect, but found it those side paths were not very useful and broke up the "valley" look of the map.

28: Recycle. A small 3-player stage modeled after the international recycling logo. Each arrow has the same area, arranged slightly differently.

29: Runaround. The prototype to 4-player symmetrical map Runabout (#33). A medium-large map that has a lot of spacing. I created Runabout because I wanted a faster alternative, but the size of this map gives players more to think about. I was thinking about more beaches along the "outer-ring", but felt that it made those 8 middle factories too important. Similarly with trying to re-position those middle factories to have beaches on both sides made them too accessible and would take emphasis off of long and dangerous T-Ship runs.

30: Ying Yang. A 2P pre-deployed war-room style slugfest. Because of the divider design, the lower-right S-port is unconquerable. It was a fun concept to work with, and I *think* I've ironed out the balancing issues (Blue has more maneuverability, but slower production).
I think this is the prettiest map I've made, even if the play-style it encourages (trench warfare -- with SEAPLANES) is the ugliest kind of fighting.

Is... is anyone actually seeing these maps?
-=PakoPako=- (Proud member of board 917023!)
"This was brought to you by FRUNGY, the Sport of Kings!"
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