Creator: Mattrellen || First Published: 09/14/2022 || Players: 2 || Size: 19x23
Categories: C-Rank, Standard
Rating: 6.00 in 1 rating
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Comments:
Rorolina Frixell (09/14/2022 11:34am | Edited: 09/14/2022 11:41am):
The side fronts (outside of the pipes) should be wider.

Wanna say need more contestable cities, but I guess piperunner will impact that,
Mattrellen (09/15/2022 10:17am):
Thanks for the feedback. After 1 game, I agree completely with the wider sides. I also felt the HQ needed to be in more
danger. For the record, I pushed the edge pipes in to expand the outer lanes, and I changed the city setups to put 2 right in
the middle and 2 too far away from the side to be easily covered by artillery.

This is my first attempt at a map, and I've wanted to try to do something quite different, a bit of a unique challenge. I wanted
pipes and roads to be a big factor. This leads to a wide open area in the middle of the map, while the pipes provide cover for
indirects.

Inner cities within 2 spaces of the pipe can be taken and protected by artillery from the outside, but they also have to be
exposed on the outer road.

The central mountain provides a lot of vision for fog, but the nearby forests might force a central unit off for vision. I like that
an infantry can see what enters the forests but can't get vision in without exposing themselves on the roads. For the central
city, this is also within artillery range of the nearby forest and outside city, making it important to control both land and vision
in that area.

Pipes can be broken closer on the strong side to allow for a faster path to the middle at the cost of making a piperunner
useless. Closer to the middle, there is the risk of the enemy breaking the pipe to deny the strong side piperunner. This also
reinforces the importance of the outside central land.

Forests on the strong side hurt enemy vision in fog to make it easier to defend, but also give an enemy that breaks through
the ability to hide in them to keep their gains.

My personal biggest problem with the map at time of writing is that it's very difficult to switch fronts. It feels like a
consequence of trying to focus on pipes, which is central to my goal.

For anyone who stumbles upon this, I hope it brings you a bit of fun, and I will always welcome feedback and be open to
tweaks on it.



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