Creator: BlackBelt || First Published: 05/03/2006 || Players: 2 || Size: 33x21
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| Comments: |
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2i (05/03/2006 06:12am):
Not bad,not bad at all. |
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Mr. Cannon (05/13/2006 05:29am):
pretty good map. i like how all infantry cant capture anything 1st day. |
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Giantkrow (06/04/2006 02:38pm):
You pretty much reversed the FTA. BM has a huge advantage. |
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sportzfan0110 (06/12/2006 06:56am):
yeah |
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sportzfan0110 (06/12/2006 06:56am):
yeah |
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sirfuxalot (07/12/2006 07:34pm):
No. You dont know how FTA works. OS can get a recon and block of those middle properties, two airports and a com tower against you is not an advantage. BM does get funds faster so theyll be able to get the properties. |
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Tempest79797 (08/14/2006 02:56pm | Edited: 08/14/2006 03:07pm):
but isnt the true esscence of advance wars a turn-based strategy video game developed for the Game Boy Advance by Intelligent Systems and published by Nintendo in 2001. Advance Wars is the first game in the Advance Wars series of video games, followed by Advance Wars 2: Black Hole Rising and Advance Wars: Dual Strike. This trio of games is a sub-series of the Nintendo Wars set of games. Generally, the objective in a round of Advance Wars is to destroy the enemy army with your own army using tactics and special powers strategically. There are two ways to defeat an opponent: destroy every one of his units on the map or capture his Headquarters with ground soldiers. Advance Wars is turn-based. Two or more armies, each headed by a commanding officer, take turns building and commanding units on grid-based maps. When a unit is selected, cells around it are highlighted; this represents the unit's movement range. A unit can move to any unoccupied space that is highlighted. After moving, a command list appears with available unit commands. The default command is wait, a "no action" command which can always be used. However, if the unit is adjacent to an enemy unit or structure, the fire command can be used, which orders the unit to attack the target. The amount of damage done to the enemy is proportional to the number of hit points (HP) it has (all units have ten when they're first constructed). Thus, a unit with 5/10 HP will do half the normal damage it would. This also gives a unit with more HP an edge in combat. All units are limited in the types of units they can attack. For example, infantry can only strike land vehicles, helicopters, and other infantry. What dictates a unit’s ability to attack different types targets are its primary and secondary weapons. For example, the Mech Infantry has a bazooka that can only be fired at land vehicles, but are more powerful for that purpose than their secondary weapons, machine guns, which those same Mech Infantry units can use for firing at other Infantry and Mech Infantry. All weapons, with the exception of machine guns, have a limited supply of ammo. Various types of terrains are what the cells of any map consist of at default. There are several different types of terrain, of which the more “natural” varieties terrain include plains of grass, forests, mountains, rivers, the open sea, reefs, and shoals. These terrain types differ in how effectively certain units are able to cross them, if at all. For example, land vehicles cannot traverse mountains or rivers (besides bridges which may cross rivers). Infantry can navigate mountains and rivers, though they move more slowly than on plains. Sea units can move around freely in seas or reefs; positioning themselves in reefs give a small amount of extra defense. Shoals (or beaches) are "halfway points" between land and sea; transport ships may dock at shoals to board units. Terrain is not an issue for airborne units. The rest of the terrain varieties can be viewed as “Man-made”, and it includes roads, bridges, and properties which in turn include cities, bases, airports, ports, and the headquarters (HQs). These structures can be Captured by the Infantry (Mech or otherwise) of any army, and when they are captured their color matches that of its owner (gray properties are neutral, and belong to no one). Each day, a captured property yields funding for the owner, and that funding can be used to produce new units at a base, airport, and/or port (also under the ownership of a player, of course). Generally, a player wanting to conquer an opponent would consider capturing many properties in order to produce enough units to defeat the enemy or capture his or her headquarters (if a player’s headquarters is captured by another, the previous owner of those headquarters loses the round Fog of War is a term applied to maps that are covered in fog, preventing combatants from seeing the entire map. Vision is limited by individual units' lines of sight, which varies from unit to unit. Some terrain types, such as mountains, offer vision bonuses to units standing on them. Cities, factories, and headquarters all have a set line of sight visible to their respective owners. Fog of War is an optional setting in multiplayer battles and can be found in certain campaign maps. Weather conditions can also affect gameplay. A map without Fog of War becomes foggy when it rains and snow causes units to consume more fuel as they move. In multiplayer games, weather can be set to change randomly, fixed to a specific condition, or turned off entirely (that is, the weather is always Clear). There are 18 different types of military units in Advance Wars' that can be mass produced and sent to battle. Each unit has a set amount of attack power, movement and fuel, and most units have two weapons which are used to attack different types of enemy units to maximum effect. Most units have specific strengths and weaknesses, as well as units they can fight and those that they have a disadvantage against, lending the game a distinctive Rock Paper Scissors feel to it. The cheapest, most basic unit is the Infantry, and Mechanized infantry is a slightly stronger, more expensive version of the Infantry. Their main purpose is capturing cities and bases, as well as combating other Infantry and Mechs. While Infantry machine guns can battle other Infantry and Mechs, as well as land vehicles and copters (to very limited effect), the Mech's bazookas give them somewhat strong firepower when used against vehicles. Bazookas have limited ammo, so Mechs also have machine guns of their own. There are quite a few different types of vehicular ground units. Tanks and Medium tanks are Advance Wars’ primary form of direct ground-based combat Both have a primary cannon for use against land vehicles and ships, as well as secondary machine guns for use against infantry, vehicles, and helicopters. The artillery cannon, with a firing range of 2-3 spaces, and the more powerful Rocket unit, with a range of 3-5 spaces, are Advance Wars’ indirect ground-to-ground units. The Missile unit is a variation on the Rocket unit that is strictly ground-to-air. All indirect units cannot move and attack on the same turn. Other vehicles include the APC, which can carry one Infantry or Mech and refuel the fuel and ammunition of all adjacent friendly units with the Supply command; The recon, a lightly-armored jeep used for scouting, has a high vision range in Fog of War but is very weak against vehicles with nothing but a machine gun; And the Anti-Air unit, a direct combat unit that is very effective against both air units of all types and Infantry. Sea units include the Battleship, Cruiser, Lander, and Submarine. The Battleship, the most expensive unit to produce in the game, is an indirect naval unit with the largest firing range. The Cruiser is more specialized, having anti-air gun turrets for battling air units and anti-submarine torpedoes, and it is able to house up to two helicopters for transport. Landers are simple transport boats which can carry up to two land-based units. They can pick up and drop off these units at both beaches and ports. Submarines are direct combat units that can attack all other naval units, and they are able to conceal themselves from enemy units underwater, unless an enemy unit is right next to them. Air units include Fighters, Bombers, Battle Copters, and Transport Copters (abbreviated to B Copters and T Copters, respectively). Although Fighters can only attack other air units, it can devastate them easily (with the exception of other Fighter units). Bombers can, as the name implies, drop bombs on any ground or sea unit, dealing massive damage. However, their lack of air-to-air weaponry makes them highly vulnerable against Fighters. The B Copter has missiles which can be launched at ground vehicles and boats, as well as a secondary machine gun for use against other copters, vehicles, and infantry. The T Copter is an aerial version of the APC, including its ability to carry one Infantry or Mech unit, and it has no armament either. Armies are lead by Commanding Officers (COs) who control units. A CO provides units with special advantages and/or disadvantages, such as extra firepower or a longer unit range. COs have a Power Meter which fills up by defeating enemy units or when on the receiving end of a brutal offensive attack. When full, a CO can unleash his or her CO Power, which gives a temporary positive effect to friendly units or an equally negative effect to enemy units. There are 11 Commanding Officers that can be played, battled, and unlocked in the various game modes. These are Andy, Max, Sami, Nell, Olaf, Grit, Eagle, Drake, Kanbei, Sonja, and Sturm. Advance Wars has a variety of gameplay modes and extra features; not all are available from the start, some must be unlocked. Field Training is the main game mode that is one of only a few available from the outset. 14 easy missions hosted by Nell introduce all of the concepts of gameplay, including unit movement, battle, terrain, weather, and CO powers. Once completing all of them, the rest of the game, including the Campaign, War Room, and Battle Maps, open up for the player. The Campaign mode is the main part of the game. The Campaign mode takes place in Cosmo Land, where the Orange Star army must contend with the armies of Blue Moon, Green Earth, and Yellow Comet in a series of 20+ missions that involve branching paths based on the Orange Star CO chosen for each mission at times, and secret missions as well. The missions in Campaign mode are objective-based, with most requiring the player to defeat all enemy forces or capture an enemy headquarters. After each mission, the player is rewarded with a Rank, from C (lowest) to S (highest). The ranks are based on three categories: Power, Technique, and Speed. Power is determined by the number of enemy units destroyed in one turn, Technique by how few of the players’ own units are destroyed, and Speed by how fast the mission is completed. When a mission is completed, the rank awarded thusly determines the amount of Advance Wars coins that are rewarded. These special coins can be used to purchase things in the Battle Maps mode. Once the Campaign mode is completed, Advance Campaign can be unlocked, which is essentially a more statistically difficult version of the standard campaign. Missions completed here yield twice as many coins as normal. ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA Story-wise, the Advance Wars campaign begins with Orange Star GETTIN REAL GEHETTO IN DAH HOOD AND BM AINT GOT NO SHIT SO THEY TAKE SOME OF THOSE AND THEY LIKE THIS MAH SHIT BUT BM SAY ITS THEIRS AND THEY HAVE A PILLOW FIGHT AND EVERYONES GAY, EXCEPT ANDY, CUZ HE FORGOT WHICH WAY IT WAS TO THE airport Twenty preset missions outside the main story in Campaign Mode occupy War Room mode. Each mission takes place on a map against one or more enemy COs; the player may choose the COs he will use in the battle (as long as that CO has been unlocked). Generally, these maps have no pre-deployed units, but on occasion, there can be. Some War Room maps must be unlocked first. If a mission is completed, a ranking system identical to that of Campaign Mode's is used to reward the player with mission ranks and coins. Any map can be replayed at a later time to aim for a higher rank/score. The main Multiplayer mode is like the normal turn-based missions in the campaign and war room, but they are only played as a pastime; no coins or ranks are rewarded. Multiplayer matches feature a variety of settings that can be changed pre-battle. These include weather conditions (clear, rain, snow, sandstorm, random); the option to enable or disable Fog of War; how much money each captured property yields for each player each turn; and other options. There are over 100 maps available for multiplayer matches (many of which must be unlocked by spending coins at the Battle Maps mode), and up to 11 COs are available for each player to choose from before beginning a match. The multiplayer comes in two forms: Vs. Mode and Link mode. In Versus mode, only one GBA system is used, which every participant in the game uses. One person will take his/her turn, then pass the system to the next person who's turn it is. Link mode is the same game as Versus mode gameplay-wise, but multiple consoles are used; one for each person. Two to four people can participate in wireless multiplayer games; every GBA owner must also have a copy of Advance Wars. Link and Versus mode so as you can see, a condom is not always the safest option TYVM nice map btw i guess ^__^ |
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BlackBelt (09/08/2006 11:31pm | Edited: 09/08/2006 11:31pm):
:P |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
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