Creator: Bum II || First Published: 05/27/2023 || Players: 2 || Size: 27x23
Categories: A-Rank, Global League, Mixed Base, Standard
Rating: 5.50 in 20 ratings
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Comments:
Bum II (05/27/2023 02:10am):
For standard play
Zeitsev (05/27/2023 02:15am):
Woot more mixed based maps
Zeitsev (05/27/2023 02:16am):
Woot more mixed based maps
Zeitsev (05/27/2023 02:18am):
Woot more mixed based maps
Hardie (06/28/2023 04:09am):
Looks interesting.
ViridisViperz (06/29/2023 10:20pm):
Heaven forbid two opposing naval units come into contact with one another, right?
Who started this trend???
Hardie (09/02/2023 12:05am):
Very nice map, always an interesting battle to try to get a transport copter through to the island and split front battles.
Rock Golem (12/01/2023 09:01pm):
Well to be fair, with where the ports are naval units couldn't escape the channel even if there wasn't a shoal unless you cut off the land routes. In which case, now the ground units can't come into contact with each other. As for who started the trend I don't know if he started it but it might have been a fellow named Pinwheel. He said he does it to encourage transports but not "stally naval". Good mapper but I can't say I agree with the mentality.
Rock Golem (12/01/2023 09:04pm):
Besides if you want a naval map China's containment is right there.
bukie (12/22/2023 07:19pm):
this map is fun as hell, I love the little side objective islands. banger to be sure
TheAntithesis (01/03/2024 01:35pm):
I'd love it if the 1b1a base was connected to the s-shaped pipe, so you could potentially threaten the opponent's 2b with a piperunner.
Kaiserderpreussen (01/07/2024 11:47am):
make the missles on the side isles go away for a shoal!!! a copter can effortlessly stop a s-bpoat or lander
IF this BS is not fixed this map is near unplayable 2/10
TigranPetrosian808 (04/20/2026 10:49am):
I love this map so much!! 100/100. I wish all maps were like this. The pipe on the side that somewhat blocks the airport nearby
is chefs kiss. Make more maps like this bro. 1 big island in middle + side islands that connect by land to the middle island. Side
imini islands optional. Amazing format for a map.
wilkyb3 (05/11/2026 12:24pm):
this map is nearly 80/20 in favor of P1 above 1300 MMR
Rutherford Gaming (05/11/2026 06:59pm | Edited: 05/11/2026 07:00pm):
⇧⇧⇧ This is a weird way to say "only 4 games have been played higher than 1300 MMR and a single extra game happened to go to player 1"

I swear this wilky guy has to be some kind of secret agent sent to sabotage the advance wars mapping community.
wilkyb3 (05/12/2026 10:10pm):
Are we looking at the same stats? 1300+MMR has 15 games played and its 80/20 in favor of p1, and then 1400+MMR is 3
games played 100/0 for p1

Also on another note, I wish we had the same stats system for Live League because I think GL is way less popular these days
Rutherford Gaming (05/13/2026 08:35pm | Edited: 05/13/2026 08:37pm):
Okay, I was wrong, I checked the Mooo replay website which only has 4 games archived above 1300.

That was my mistake; however, my point still stands, because 15 games is nowhere near enough to diagnose FTA. The map is most likely fine considering it has now been in 2 global league rotations.
wilkyb3 (05/16/2026 02:18pm | Edited: 05/16/2026 02:26pm):
Why are so few high-ranked players playing games in GL? I wonder how significant is the difference in volume of games played
above 1300 in LL compared to GL?

I suspect that full-vision MC maps become essentially "solved" between the highest ranked players within a dozen or
two matches played between them (1650+ rated players). I think MC maps, especially full-vision MC maps, quickly become min-
maxxed with very little opportunity to deviate from procedural gameplay
I think LL & GL alike lack a larger number of games played at the highest ranked
for this reason; the highest rated players can more readily recognize the redundancies of the player who spawns with the natural
disadvantage, and so they get bored of the large disadvantage discrepancy between p1/p2 at the highest ranks.
This style of map is very procedural without much deviation from what is super-efficient. These maps just play out like a game
of Connect-Four where p1 auto-wins given they follow the correct procedure.

Compared to RTS games with fog-of-war, where does the deviance from procedure come from that stands a shot at winning?

I think my style of map with Help I'm a Rock v7 is very much like RTS-FoW and needs a category of its own so that it's not held to
the same standard as MC maps that appeal to their own mode of gameplay



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