Creator: Havetts93 || First Published: 11/04/2022 || Players: 2 || Size: 25x21
| Categories: A-Rank, Global League, Mixed Base, Standard | ||
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| Comments: |
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Walker+ (08/23/2025 06:24pm):
This map is intended for Standard. It has been overhauled as of 8/23/2025. |
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Rutherford Gaming (03/18/2026 12:18pm | Edited: 03/18/2026 12:20pm):
This was the Round 3 map of the Dynamic Dash 3 tournament. It's cool to see it in Global League now! ^_^ Looks like the loaded missile silo was replaced with another commtower though; I guess that was a bit too crazy. |
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Ahahsoboo (04/15/2026 01:07pm):
Can we stop with these hyper convoluted confusing for the sake of complexity mixed base maps? Why does every map maker think “complexity =good map design” |
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BlueZy (04/30/2026 07:21pm):
incredibly dynamic and fun map, has difficult to control but incredibly rewarding pivots through the center and there is so much play for pretty much anything you can think of. bships are actually very threatening while still feeling balanced. you can build a rocket (or god forbid a piperunner) on the center infantry base if you're insane and it can still work to cut off pushes out of the N/S bases. circle your black boat and steal the airport. build landers and drop mega tanks next to bases. you get so much goddamn income on this map it's insane, at income parity you can build a neotank and 3 inf every turn and still have money for lunch. i love this map so much. |
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MinTaxer (Invictus) (05/09/2026 12:17pm):
Equal income is $26k. Be aware that going for airport is fine in a stall or to lock in an advantage, but over committing early will likely lose you center pivot control and consequently lots of income. |
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ShiningForce4 (05/13/2026 01:44pm):
5 bases to start wtf. |
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ShiningForce4 (05/13/2026 01:45pm):
How did this map even get approved |
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Rutherford Gaming (05/16/2026 09:04pm | Edited: 05/16/2026 09:04pm):
@ShiningForce4 The opening setup looks strange because it is a high income start that uses a strong FTA counter to balance out the funding. |
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sweetdangerzack (05/17/2026 02:16pm):
This map is creative as hell and poses all kinds of fun tactical questions. When to invest in the black boat and go for airport, when to push for a base lock, when to make a bold HQ push, when to invest in naval forces, etc. Forget the haters, I'm tired of the same old, same old. Kudos for the breath of fresh air! |
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CandyMtnCharlie (06/01/2026 09:55pm):
I actually really like this map. Center control is vital. |
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BlueGoo (06/05/2026 01:27pm):
I'm not sure how to actually do a deeper analysis on this, but based on the map analysis it does look like second player gets more of an advantage on this map (based on win %) |
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Vjoe90 (06/16/2026 05:48pm | Edited: 06/16/2026 05:48pm):
Even though the map is fun overall, Player 2 is just too heavily favored (45–55 win rate is insane). The extra infantry available to Player 1 don't really make up for Player 2's economic advantage and initiative... |
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Minivanofdispleasue (06/17/2026 08:02am | Edited: 06/17/2026 08:14am):
800 here so what do I know. But find this map to be way stallier than you would think. If you try to keep up the pressure as an aggressive co it’s hard to have money for a black boat to get the airport and comm tower which lets you get the other comm tower on your hq side. Stall cos can produce cheaper defensive units like mechs and have the funds for the black boat. Arty is also suprismgky good on this map which hurts max in t2. The river locked base becomes a mech proliferation base that can only be blocked by infantry or mechs cost effiently. Of the aggressive cos adder loves this map It is however not a super stall map that would favor an eagle. I’ve found drake and Olaf to be very good here. |
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green_hardin (06/23/2026 12:04am | Edited: 06/23/2026 12:04am):
Very fun map in my opinion. Incredibly dynamic, a lot of ways to apply and shift pressure. Some sort of indirect is practically a must in order to lock down bases. I played this map and went for a base lock/HQ rush and it was nailbiting. My opponent went for the airport BEHIND my HQ because they rushed out black boats before me and it was quite threatening (my response would have been missiles, of course). I can see battleships being an effective powerplay here. I did not find it to be a stall-y map at all. Rating 8/10 for now because I find the difference in win% eyebrow-raising. |
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Animelored (07/30/2026 05:47pm | Edited: 08/05/2026 05:05pm):
This map is way too stally and the second player has a gigantic advantage. Not a fan of it. You basically can't pick anyone besides Koal or maybe Adder in tier 4 because you have a base explicitly for spamming mechs from, which makes it impossible to play anyone else. Definitely a bad map, even if it has an interesting idea, the second player advantage is just way too massive for it to be fun, player 2 has to make a lot of fuckups to lose this. Edit: I played a couple more games on this map and yeah, the second player advantage is simply too massive, especially when it comes to getting the islands with the comm towers and airports. |
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sweetdangerzack (08/07/2026 03:13pm):
Second turn advantage might be a concern, but I love the dynamism of this map. Mixed base with tons of opportunity for artillery, recon, and mech play. I could even see a battleship going ham here in a long game. I love maps that make useful the underused units and reward unusual strategy. The weak airports even make viable the weak air COs who are often pretty crap on more "normal" maps. Love the creativity going on here, maybe just needs a few more tweaks for balance. |
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