Creator: A_Different_Name || First Published: 11/01/2023 || Players: 16 || Size: 44x44
Categories: None
Rating: 0 in 0 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
The Real Olaf (11/06/2023 11:36pm):
Neutral properties to fight over would create more dynamic fights.
A_Different_Name (11/26/2023 07:14pm):
Maybe. But that would kinda defeat the purpose of the map.
A Different Name (12/04/2023 03:27pm):
This map is based on the mission "Sea for All" from the Advance Wars 2 Hard Campaign... except now its 16 players!

Be sure to ban Hachi and Sensei, the ability to deploy land units defeats the purpose of the map...
I also suggest banning T0 COs with the exception of Grit. Only two units benefit from his D2D, one of them cant attack air
units and the other is the most expensive unit in the game.
Hyron (01/30/2024 07:22am | Edited: 01/30/2024 07:27am):
I just noticed possibly a massive (and sort of funny) problem. Amber Blaze can win or at least draw by doing absolutely
nothing. Their HQ cannot be captured and if they don't build anything they cannot be routed. Small fix is just swap it with one of
their cities

oc this assuming you enable hachi or sensei. If you don't you still would have the problem of not being routable (but for every
player) so maybe place like 1-3 apcs per player just so that everyone can be routed eventually but also it doesn't create any
advantage
A Different Name (02/01/2024 10:53am):
That is something I actually noticed too. I saw a game where one of the players wasn't doing anything, meaning they were
either waiting to get a huge income advantage or were just stalling. Once the games end, I'll have each player start with a
Black Boat to prevent this issue.
A Different Name (02/01/2024 11:00am):
I'll also place a shoal next to the AB HQ, in case people still wanna play with Sensei and Hachi on they can cap HQ
Hyron (02/02/2024 07:30am | Edited: 02/02/2024 07:31am):
Blackboats are more interesting as starting units, but also potentially give advantage to first playing players with occupying /
blocking ports shenanigans (especially maybe with transport boosting COs).
Didn't check it enough to theorize actual problems, but it's something to keep in mind. I suggested apcs because on their own
they cannot provide additional threat even with fta
Hyron (02/02/2024 07:35am):
I also noticed that not every one has equal properties (YC has 1 less city and port, AB has 2 less cities, GE has 1 city less).
Not sure if it's intentional
A_Different_Name (02/02/2024 03:25pm):
I must've lost count for YC, AB and GE. (Though how I forgot to give YC their second port I will never know.) Once I'm
able to, I'll add their missing properties.
A_Different_Name (08/29/2024 02:43pm):
Updated: Gave Yellow Comet, Green Earth and Amber Blaze their missing properties...
Added a tile of plains next to the Amber Blaze HQ to allow HQ capping
Every team now also starts with a Black Boat in order to prevent stalling by way of not building any units.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.