Creator: mangs1337 || First Published: 10/03/2021 || Players: 2 || Size: 24x20
Categories: C-Rank, Standard
Rating: 7.09 in 32 ratings
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Comments:
mangs1337 (10/03/2021 02:29pm):
Wanted to create a smaller map similar to the league ones. Will be testing this out on stream tonight. Feedback is welcome!
TheRealHavoc (10/03/2021 03:17pm):
Might be better with the neutral bases closer to one side or the other for a weak vs. strong side dynamic. Airport might be nice. And for an extra objective, add heavily contestable comm towers
Ilese (10/03/2021 03:28pm | Edited: 10/03/2021 03:38pm):
A little too choky but its a nice map nonetheless, no airport also hurt that more. (Too little early income also lead to infantry
spam, and overall slow the game down)
KaiHF (10/03/2021 04:01pm):
4 Labs is super overkill, even changing those to neutral cities, or even airports/com towers would greatly improve the map, low funds in general will prevent building units past tanks.
Icecrystal187 (10/03/2021 04:12pm | Edited: 10/03/2021 04:24pm):
For the left and right side make the labs into comm towers, removing one of the mountains replacing it with a tree and make the
bridge a double bridge.
Cuddly (10/03/2021 04:47pm):
Put a mountain in-between the central mountains to create a wall
nightelf_37 (10/04/2021 01:32am):
Hmm... I wonder if I can translate this into a Wargroove map? Of course, the Comm Towers have to be replaced with
something else.
Le Blanc (10/04/2021 05:59am):
How did this reach new? :gasp:
Lost and Found (10/05/2021 09:27pm):
> How did this reach new?
Simple, there's not really anything fundamentally wrong with it. The FTA counter is in
place and creates a mixed vehicle order, the fronts are fairly varied and interesting and
the forward airports should create some interesting possibilities.

The maps' biggest potential issues at a glance would be indirects locking down very
large chunks of the contested area from safe spots (like the HQ) on top of the already
quite choky nature potentially faciliating stalemates, but the airports make it hard to
judge whether that'll actually happen in practice - so it's in New until there's proper test
data.

While there are some issues (the FTA counter side falls behind in captures around turn
8, and from then on Player 1 will be mildly advantaged for instance - and the count of
directly contestable properties is very low for a map this choky), none of them directly
warrant a demote at this point, especially considering that the map has fairly strong
upsides like solid, varied terraining and the mentioned airport interactions.
blahmaster6000 (10/08/2021 04:35pm):
A battleship can lock down a base if someone manages to save up enough for one. Not sure if that's a good idea.
Flooken (10/09/2021 05:07am):
It’s fine.Battleships are usually not a problem even when they can lock down bases.
Lost and Found (10/13/2021 03:55pm):
With normal cap phase development, the port belongs to the player whose factory is
nearby - if the other player manages to nab a port in tank range of the preowned 2b
side factory with their 1b side factory and still has 28k left over, I think they deserve the
bship lock.



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