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Comments: |
Bum II (04/24/2023 10:27am):
For standard, using only assets and maximum map size available in Reboot Camp. |
Rorolina Frixell (04/24/2023 11:33am):
I don't know how to rank this with the APCs, but the layout is good |
Bum II (04/24/2023 12:01pm):
In hindsight they just introduce FTA, so I've removed them. The HQ shouldn't be reasonably rushable, right? You can't use boats to block in Reboot Camp. |
PowerlessCube (05/02/2023 02:21pm | Edited: 05/02/2023 02:23pm):
I'm remaking this map on reboot as well, I think a helicopter rush is more feasible on this size of map. I'd suggest switching a base with property closest HQ and maybe add 3 section of pipes instead of the mountain range just north of the airfield. Alternatively, you could try switching the airfield to other side near HQ. |
PowerlessCube (05/02/2023 02:29pm):
Also, what about moving the harbour to where the bridge is? It would allow boat travel through out the lakes. |
PowerlessCube (05/02/2023 05:00pm):
I made the following changes in my version: - added 3 sections of pipe in each sides mountain ranges to stop air transport caps. - Moved the harbours to the lake bridges for each side. - Added a lander to each lake - Moved a team base to where the city is near to HQ to assist with stopping rush caps and help with the flow of conflict up the lane. - Moved neutral bases to center line of the map where the mountain is (y:1, x:10 & y:15, x:10) helped with later game center conflict. - Added a mountain to y:4, x:6 to stop apc caps on HQ. Also helped flow the lanes of attack better to two choices. - Swapped a beach tile for the forest tile on each side (y:10, x:5 & y:6 & x:13) assist with lander deployment choices. |
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