Learn the essential map design rules in Advance Wars 1+2: Re-Boot Camp, including HQ, unit, property, and terrain limits. Build better maps!
Alright, so you wanna get creative with map design in Advance Wars? That's awesome! Before you go wild, there are a few ground rules you gotta know about map restrictions. Think of these as the game's way of keeping things from getting too crazy, so your maps are actually playable and fun.
First off, when you're setting up your map, you'll need at least two Headquarters (HQs) for the game to work properly. Plus, each army needs at least one unit or a base where they can deploy new units. You *can* have units hanging out without a HQ, but they're pretty much useless – they won't attack anyone unless you attack them first. They're like those little guys you get at the start, but without any real punch or CO powers.
The standard map size is usually around 30x20, which is pretty decent for most ideas. If you're aiming for something super detailed, like a whole continent, you might need to adjust. But hey, you can totally make a smaller map, maybe in a corner or the middle, and surround it with water or mountains. It'll still work, kind of like how 'It's War!' is set up on the DM maps.
Now, here's a big one: you can't have more than 60 properties on your map at any one time. That might sound like a lot for a 30x20 map, but it really depends on how you lay things out. Keep that number in mind as you're placing cities, bases, and other buildings.
Another limit to watch is the number of units. You're capped at 50 units per army. Honestly, even if you could have more, the game would probably start to lag, and it just looks messy in versus battles anyway. So, 50 is a good number to stick with.
Terrain is super important for gameplay and how your map looks. You absolutely need roads! Without them, movement is going to be painfully slow. Bridges are optional, especially if you've got a lot of water or rivers, same goes for shoals and reefs. If it's a sea map, make sure there's enough shoal space, but don't overdo it. You also need a decent amount of mountains and forests – aim for at least 5% of your map, so maybe around 30 squares of each. Forests are great for hiding units with the Fog of War or just giving them some defense, and they break up the look of all those plain tiles. Just don't go overboard with them, either.
When it comes to buildings, try to keep your city-to-deployment-base ratio somewhere between 1:1 and 3:1. It really depends on the overall look of your map. Don't have fewer than 10 properties total, or it won't even feel like a proper map, but don't go crazy with too many either. Remember, how the map *looks* is key, and you can always tweak the gameplay balance later.
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