Creator: Red-Halo || First Published: 05/03/2022 || Players: 2 || Size: 25x23
Categories: None
Rating: 0 in 0 ratings
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Comments:
Red-Halo (05/03/2022 02:53pm):
First
Red-Halo (05/03/2022 03:04pm | Edited: 05/03/2022 03:43pm):
So this map has a lot of weird things, and might still have FTA since P1 gets to move so many transports if they want, etc.

Lots of players capture com towers later, so by making them precapped and on reversed sides, it makes capping them more impactful since you gain one and take one from the opponent. And players can choose to flip the tower, or go for 3 cities. I might add a city to the tower side if it's not picked often. And P2 gets to choose first, since the infs are placed differently, that was done to help against the FTA.

Same thing with the enemy capped cities on the bottom corner, it makes people have to decide if it's worth it to cap the center or move units all the way into the corner.

I tried to place the shoals where offensive reinforcements could be sped up by landers & black boats, and to help against stalemates.

There are multiple breakable pipeseams around the map. Some of them could be destroyed later on to open up new places where vehicles can be put on the mainland. The one on the island with the two bases can be destroyed for easier loading and unloading of vehicles. And there is an opportunity cost of trying to destroy each pipeseam, so both players can choose which ones to destroy or play around.

In the early game both players can only drop footsoldiers directly into the center, but later on vehicles can be dropped there too if pipeseams are destroyed.

So typically you want to capture and control as far forward in AWBW as possible, but here there are some very tempting targets in each corner, as well as the top and bottom fronts.

There are two HQs to make it harder to stalemate, and you can front switch if the opponent goes all in defense on one HQ.



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