Creator: Zarross || First Published: 06/29/2023 || Players: 2 || Size: 24x16
Categories: C-Rank, Mixed Base, Standard
Rating: 5.50 in 2 ratings
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Comments:
Zarross (06/29/2023 05:16am):
This standard mixed base map was created by Rush_FTK for Tiny war and adapted by me for advance war by web.


Cassidy_Phalange (07/01/2023 04:32pm):
FTA counter is flipped, should be an extra inf for PL
Valdudu (08/07/2026 01:56pm):
Please move the inf whereever is 1 turn away from the base so you don't miss it
Shikabane (08/08/2026 02:55am):
Man I hope nobody ever misses the base underneath the p1 infantry and captures city instead. Surely that would never happen
Christiaan1 (08/16/2026 04:53pm):
Congratulations for your map being picked to be used in the Mock-Cup tournament, a non-official tournament organised with
the idea to use C rank maps only.

Looking at the maps and seeing what did and didn't work is part of the tournament so that's why I'm leaving this comment.
The feedback about the map based on the game played goes as followed:
- There is fta with a wrong infantry setup, being ahead on 2/3 of the bases is unavoidable in a 3base map but both players
starting with 4k funds is weird for sure, with p1 also being the first one to cap the opp city next to them. Tank order is also
ABAB.
- Changing the HQ to lab and make the other lab pre-owned too will make the map less HG/Lab rushy. As you can also
easily kill that base and then take the HQ, making the other lab pre-owned prevents this.
- Another option is a (2-3hp) bboat onto the HQ to keep the HQ pressure but make it weaker.
- This is mainly a suggestion or formality for map makers where they won't put infantry right onto the neutral bases they're
supposed to capture, this to prevent players overlooking the base and moving the infantry elsewhere.
- Add a silo tile near the corner bases; initial idea was at (7,3) and (16,12). The corner base feels like it has no good way to
move toward the center, and is kinda just best off putting pressure near the HQ so that the base near HQ is pulled in 2
directions. I thought that was a cool element of the map to have that kind of option, but a silo near the those tiles would allow
an inf to move forward toward center somewhat after capping the city next to the corner base, as well as allow a tank from
that base a reasonable tile to move toward the center, as currently it only has limited access to the 4 forest tiles, and the
airport base can attack from those forests as well.



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