Creator: Star Night || First Published: 07/17/2024 || Players: 2 || Size: 16x16
Categories: B-Rank, Base Light, Live Play, Standard
Rating: 3.57 in 7 ratings
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Comments:
Valior (07/20/2024 11:02pm):
contested comm towers in the corners :(
Inept666 (10/01/2024 01:37pm):
Someone spit me in the eye...!
likegel (12/19/2024 05:02am):
A-Rank joke
MontySigurdson (12/27/2024 04:17pm | Edited: 12/27/2024 04:19pm):
Moved to B-rank as there are some small issues with the map. One problem is that a lot of the full-send tank moves conveniently end on 3-star-terrain (this is the case on both fronts), so that takes away some of the decision-making and incentivizes both players to rush forward to park tanks on contested cities (as there is no downside to doing so in most cases - you don't even cede map control).

Another issue is that the HQs and Com Towers (both high-value targets) along with several of the contested cities are too close together which overly incentivizes players to all-in on the corners IMO.

The terrain is also a bit same-y as there are several big clumps of plains around the map.
Star Night (12/27/2024 09:12pm):
Shame! I've addressed all these issues as much as I could with the new layout, to incentivize attacking the central area without making the corners worthless and also requiring thoughtful positioning. Hopefully this new layout works much better!
MontySigurdson (12/28/2024 09:02am | Edited: 12/28/2024 09:03am):
Yeah, I think this should work better. Moved the map back to A-rank.
Kuro Neko (07/15/2025 07:14am):
Having played the map, I disagree with the previous assesments. The map as of now only
incentivize battle for central control around (5,5) (5,6) and their mirror tiles because not only
you're fighting for the very important extra firepower, but also access to defend/attack the
corners. It really is hard for any units to cross the vertical line of the tiles i mentioned once
u/the other player gain a hold of it.

Another problem on top of what i already said is those areas are easily reinforced in 1 turn by
both bases from both sides. (Lack of imbalance)

Combined, these make for a potentially stally map.

I'd suggest further tinkering with the reinforcement lines/contested areas and properties
themselves
MontySigurdson (07/15/2025 02:37pm | Edited: 07/15/2025 02:46pm):
Removed from Live due to city skip strats that only P1 can do without sacrificing the first tank build. For example, P1 can send an Inf straight to the (05,06) Com Tower and still get BAAB tank order if they baseskip for the second one (they don't need Infantry at that point anyway so it's not much of a detriment I'd argue). This guarantees the Com Tower cap for P1 unless P2 city skips themselves immediately to catch the P1 Infantry (but P1 can still pivot it to a city anyway if they want to).

P2 could go Recon as well but they would have to know beforehand that P1 was going to city skip since P1 should be able to mask it by starting a capture and abandoning it the next turn to go for the tower instead). So yeah, apart from potential other problems there seems to be a line that has a bit of FTA since if P2 doesn't react to it immediately and correctly, P1 pays an Inf build for a Com Tower.

Also moved to B-rank due to stalling risk - I will say it's a bit strange that BCopters can reach the allied HQ almost as fast as the enemy one (18 move VS 15 move, both 3 turns); they also can reach each Com Tower within 2 turns. So the airport position could be contributing to the stall risk. Maybe the pipe near it could use a redesign to funnel Copters more toward the enemy HQ. The bases could be spread apart a bit further so that reinforcing the same side with both bases isn't as easy as it is currently.
Star Night (07/17/2025 07:50am):
After a second map renovation, I've tried to address the issues pointed out as best I can! The bases now have rather explicitly separate reinforcement routes, and the airport area was changed up to encourage copters to move forward rather than back, with some terrain around the middle spiced up a bit to try to encourage dynamic play again!
MontySigurdson (07/17/2025 06:23pm):
P1 cannot afford a tank without baseskipping on day 7 (they just have 7000 gold unless they don't cap the Com Tower). P2 has enough gold for a tank even if they cap the tower.



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