Creator: Pinwheel2OP || First Published: 02/01/2022 || Players: 2 || Size: 32x17
Categories: S-Rank, Global League, Hall of Fame, High Funds
Rating: 6.28 in 32 ratings
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Comments:
Pinwheel2OP (02/01/2022 01:26am):
A remix of the map "Tubular". Made for high Funds
atrueboss (04/14/2022 08:31pm):
I like it! (prolly cause I loved Tubular)
I look forward to playing on this map
Lost and Found (05/03/2022 08:31pm):
Gnarly.
Witte711 (07/18/2022 06:22pm):
The shoals on the very edges of the map should be replaced with sea tiles. Then naval combat
can actually happen. Not that it'd be effective. I think it would be a nice addition.
COMMANDERWOLF (11/08/2022 05:42pm | Edited: 05/23/2025 11:37pm):
😂
Lani337 (11/22/2022 04:58am):
Probably my Favorite High Funds Map
C8aT8a (12/01/2022 03:41am):
Please remove the shores at (00,08); (00,09); (08,16); (09,16); (22,00); (23,00); (31,07); (31,08) to enable naval combat on both sides.
How are you supposed to counter a carrier if your submarines can't even left your port?
9/10 for now 10/10 if this issue gets fixed.
Would love to see an atrueboss video that covers some opening theory for this map on his YT channel ^^
Excidium (12/14/2022 10:18pm):
I don't think opening up one single tile is going to make naval combat on this map a thing.
Usually you have a spare t copter late game that you could use to block one sea tile and
prevent any subs from getting through, meaning your opponent would need to invest 20k just
to get stopped by a 5k unit it can't even shoot.
CommanderFox (01/14/2023 09:44pm | Edited: 01/14/2023 09:48pm):
It would be nice to get rid of that shoal tile at (2, 5) and (13,31) and make it sea or reaf. Its not like these tiles are being used for
land units and it opens up the harbor a bit more while keeping it the deep sea channels locked making boats to move around a
little better for both teams.
Rock Golem (02/10/2023 01:47am):
I also think removing some of the shoals is a good idea.
Bananarmaner (06/03/2023 04:01pm):
Wild fronts on this map. Dope.
Meta Rexy (08/16/2023 09:52am):
+1 vote for opening up the sea, especially because carriers can help focus the air combat in the
middle and prevent fighters from dominating half the map after a single move.

Cylindrical isn't quite how I would describe this map, unless you mean it feels like one giant
tube and all your air units get swirled around in it. The fronts are quite dynamic and there's
plenty of incentive to take the fight to the sides.

Great map though I need to practice it a bit more.
SapphireCommander (06/28/2024 06:56am):
Due to in income curve P2 has more versatility with build order.
Rock Golem (07/16/2024 05:24pm):
I like where this map is at. 2 airports, fun transport builds, you can go recon, tasteful port placement for some tasteful naval game play but only in the late game. Great success!
Valior (07/21/2024 09:51pm):
way too big for a live game map
MinTaxer (02/04/2025 01:51am):
Equal income is $52k, but good luck capturing it all. Roughly, your order of operations with the transports should look like: side
islands, airport, back islands, center properties (variations exist). You don't need more than 2 unless somebody messed up
their cap order, then a black boat can start stealing stuff.
ViridisViperz (03/20/2025 08:12pm):
I'll never understand the obsession with shorelocking ports. Literally "No Fun Allowed" game design.
Matagi (04/27/2025 02:34am):
I would agree with opening up the see tiles instead of looking the ports. It does not matter that they can be blocked with units again, just give us the option of using naval units and fight for see access if we realy want to. 2 Airports favor strong Air COs, so other COs would realy want to use Carriers for antiair while keeping unit count up (say Grit, you dont want to use 2/3 bases just to build antiair to counter 2 airports)



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