Creator: Unggoy Slaya || First Published: 02/11/2022 || Players: 5 || Size: 36x36
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Unggoy Slaya (02/02/2022 06:36pm):
Designed for High Funds on, with the OS, BM, GE, and YC armies against Black Hole. It is also designed with Sturm being the Black Hole CO, to give him the proper 120% attack power he has in AW2 and the AW1 campaign. The missile silo's are spaced so Sturm will get 2 missiles every 7 turns, until the final set which is only 5 turns. After defeating the black hole army in their homelands once again, the Allied nations follow the beaten CO's Lash, Flak, Adder, and Hawke to Sturm's citadel. Where the remnants of the once grand Black Hole army lie ahead. However, this is a trap! Sturm has lured the Allied Nations into range of his Doomsday weapon, the Black Bastion, a massive mobile fortress equipped with ICBM's, advanced combat communications equipment, and much more. Luckily the allies have arrived ahead of schedule and the super weapon is not yet complete. Some of the weapons systems are online, but they can only be fired once every 5-7 days, and there is limited ammunition on board. Can the brave CO's of the Allied Nations survive the withering onslaught, and bring down Black Hole for good? |
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Unggoy Slaya (04/12/2022 02:50pm):
Edits: After a few initial matches I changed up the map to help balance and add some more layers of gameplay. There are now 4 labs, one for each allied nation. The game can be set with lab units so Sturm gets special units like neotanks, black boats, black bombs, etc, and the allies have to capture the labs to gain access. 2 cities were added above where the missile track is to ensure Drake's CO powers do not prevent Sturm from getting all of his missiles. Its the one thing that helps to balance out the broken CO power stacking the allies get Some cities were added to Green Earth to increase their offensive might. the port and airfield on the island have been converted to only resupply, to slow down Black Hole's offensive on Green Earth so they can build up a fleet. Same on the right flank with the forward airfield. Some terrain changes inside the fortress to make it easier for Sturm to defend and outmaneuver. |
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Unggoy Slaya (06/15/2022 01:57pm):
The labs have been removed, since limiting unit types made Sturm too OP. Having to fight Sturm Neotanks in mass with mediums is basically impossible. The missile track was changed, so only missile is fired every 10 turns now for a total of 2 missiles. Plus some extra cities at the end to provide some additional income. Some extra cities sprinkled throughout on both sides to allow for better production. |
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Unggoy Slaya (08/22/2022 04:03pm | Edited: 08/22/2022 04:30pm):
-Got rid of Sturm's FTA -Got rid of the Missile track, it's now just for show -Reduced Black Hole's early income to give the allies a little more breathing room -Added some transports for the water front to allow the allies to better use that front -The bridge way to the island is now gone, to prevent Black Hole from just flooding it with ground units. This forces Black Hole to use a Navy/Airforce to control the island. -The factories around the river have been moved to prevent them from being in range of rockets behind the pipe wall -The allies have extra infantry to help with the early capture game and building up momentum |
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