Creator: Silvera || First Published: 04/12/2023 || Players: 2 || Size: 22x19
Categories: B-Rank, Base Light, Standard
Rating: 5.14 in 7 ratings
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Comments:
Silvera (12/19/2021 08:23pm | Edited: 04/09/2023 12:40pm):
For Standard
CommanderFox (01/15/2023 02:25am):
I'm not sure if your aware of this but the black boats are not on the Hq of their team. Another thing to point out is maps usually
contain more ground bases than airports and harbors so it is a bit strange. You might want to change that on the map.

Silvera (01/15/2023 04:39am):
The inverted black boats are intentional. And it's 2b1a because two of
the airports are ghosted so there effectively is more bases than airports.
Plus high airport maps can work.
Leary93 (01/15/2023 11:30am):
Yeah, 2b2a (or even 2b3a) airport maps exist and can work. To Athos is a very strong example.
Standard player (02/20/2023 07:50pm):
This map has issues, not enough contested properties, especially in the middle. Will degrade into a stall

Battle_Copter (03/04/2023 11:46am):
posting here at the request of MC
====================================================================

i really liked this round’s map for SSAWBW live tour. with only 2 bases per side it doesn’t really stall out and the side airports allow for interesting back-and-forth gameplay down the sides. imo a high A rank


Verzal (04/06/2023 03:39am):
I like the map, I just feel like controlling the centre is way too important here and I don't think a mere recon trapped on a city
is enough to divert forces to save it (I think I even deleted it and circled around with an infantry to get the city instead of
bothering with the pipeseam).

A tank would break free too early, so why not change the recon by an arty or an AA for example (or maybe even a rocket if
you're feeling feisty ?
Humita (04/06/2023 08:12am):
i liked the map. the trapped recon is not worth any trouble, it's easier just deleting it to get the income. an option would be to
replace with a more valuable unit, so that investing in liberating it becomes actually viable, or make it an enemy recon, so that
you'd have to blast it to enable the city. i disagree that center was too important, the sides had a lot of income, and due their
chokiness made artys and copters more predominant there. there was only 2 cities in the center anyways so it's not like you'd
get too much compensation. it wasn't overly complicated (good for live), but still made you switch from center to sides
TK8878 (05/02/2023 10:28am):
Interesting map with a lot of decisions to make throughout the game. The property spread makes it so that you need to contest
the sides for income but the terrain layout means you also need the center for positioning. I usually don't like pipe seams and
other path blocking but I like how it's used here (especially the black boats!)

My one issue with it is the income per side. 21K for 2b1a is really high. Both sides can comfortably build an Md Tank or
Tank+BCop every turn even while missing a few cities. That will make stalls more common here than they would be otherwise.
Meta Rexy (08/30/2023 11:29am):
A base light map where copters can terrorize everything while AAs struggle to keep up
with the hellish terrain. The pipe seams are completely worth breaking if you can
afford to do so. Two artillery on your weak side (the second required to free the pre
deployed one) and the terrain ensure that the front isn't completely overrun by tanks
spilling from the brawling zone in the center.

Good map, though I dislike how easy it is for copters to dominate this map. Perhaps
some pipes can slow them down?
Yolobamshemam (10/11/2023 09:23pm):
I think the open terrain in the middle with lots of terrain around the HQs leads to a stalling game. Would suggest considering
adding more terrain in the center to prevent balling while removing some of the terrain around the HQs to make them a little
easier to get to. Maybe also move the HQs to one side.
likegel (11/21/2023 10:46pm):
As Meta Rexy pointed out, the terrain limits the movement of ground troops, so quickly utilizing the airport is an important
means of controlling the central area.

But what I want to say is, is this map not well balanced in terms of funding during the occupation phase? Why has p1's
income consistently lagged behind p2

In theory, a standard map should be where each player leads (half a turn) in revenue within their own turn
Silvera (09/02/2024 05:20am | Edited: 03/28/2025 09:16pm):
Made slight changes in city placement.
EDIT: Probably should have mentioned that the changes were to deal with the turn income issue.



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