Creator: AcousticHemoroads || First Published: N/A || Players: 2 || Size: 50x50
Categories: None
Rating: 7.20 in 5 ratings
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Comments:
The Lift (09/30/2024 09:58am):
Green Earth seems unable to capture, and the map seems asymmetrical, that is not including Blue Moon's pre-captured
properties, the forests and labs in the centre aren't symmetrical.
itchydani3l (09/30/2024 03:11pm):
It looks like the creator included Green Earth as a spectator faction.
They joined their own hosted game as Green
AcousticHemoroads (10/30/2024 06:46pm):
correct, i even made a discription bout the green earth purpose, i myself am not that experienced enough for certain details so
i make the map and let others play for feedback, hopefully u guys enjoy the game, made some changes already from the first
attempt, second attempt not realy been given feedback, but i hope it was in overal positive yet different experience due
objective differences of play
4ldwin (10/30/2024 08:44pm):
After playing it the biggest problem I found was that there is just one
path vehicles can go along which leads to the center, which is also a kill
box that'll have indirect and missile spam.

Also BM has 6 preowned properties which is an automatic 12,000 gold
advantage by day 2.
AcousticHemoroads (10/31/2024 11:00am | Edited: 02/08/2026 12:18pm):
Its kinda intended that not everything can acces everything so u gotta make prioritys so that
vehicles dont have acces everywhere ist realy the issue as u can also make use of airplanes to
get to the other side. The main goal is that u have to make objective goals to win and not realy
who strikes first idea. Aka its supposed to be an diffilcult map. Theres plenty of maps already
where most units have accesability at all terains +-
rmac (12/03/2024 06:01pm | Edited: 12/03/2024 06:04pm):
looks like blu has a huge advantage, 2 more APCs, and 3 free cities, with the front infantry are basically free to leave while
OS either has to let BM get the income, or take infantry to sit there.

Also there is only one vehicle land lane, with pretty strong coke points at the center, and the sides, i think it would be better
to allow the other path to have a land lane to open up the sides for combat. air units are ok, but are stopped by a line of
infantry and some AAs or missiles or pipe runners. it would be a cool mixed base map, but as a single front is bad.

the idea of an early objective area to capture is cool, and does work in practice, but in this case, and as per the game i
played, I was able to get more factories, and therefore won the unit count and area control game. I think the idea is ok, but the
design of the map limits how much initial base vehicles can help, rather you have to get an infantry to the factories ASAP, and
then are able to produce units there. This really then becomes an infantry/transport rush. Further compounding the aspect of
OS having 2 fewer APCs.
einsama (12/04/2024 11:54am):
Finished a game on the map, not a long game to tell many things. Though, I agree with the others here that the fact that there are too many choke points, and there are too many teleportation tiles.
Also, given the three initial cities, two more APCs for BM are somewhat not necessary in my opinion.
Finally, the map is maybe too big for only two people, might be more interesting to see two smaller camps to make this a 2v2 game for example.
AcousticHemoroads (12/07/2024 06:52pm):
ight, will nerf the blue moon part further reading this, tho i dont wanna change too much in the strat part, but the main point is
to make vehicles more viable in other areas so ill look in there then, i think with the spreading part that the teleportation tiles
are somewhat needed for support from main base the least, but ill see what i can do
Thinog (02/18/2025 11:58am):
So I just finished my game and I still think the Silo areas need to be opened so the opposite side can contest those areas.
Right now the only true contested area is the 4 Com Towers in the center but they give way too much of a boost. In other
words, there is only 1 contested area and the first one to capture it wins the game.
AcousticHemoroads (04/10/2025 02:38pm):
its a work in progress, i am trying to find a way that makes every co valid for their own reasons, this in its own is a diffilcult
tasks, com towers may be nice to have for sure, but it can come with a drawback that u focus to much strong units there that
u leave multiple blind spots open, co pick is gonna be important towards this as there will be multiple strats available in the
future, but this ist done in a 1 2 3 situation, its gonna be an error and trial, be patience and u will see that even tho its gonna
fail often due changes that have yet to be made, its gonna be solved over time, and once this part is over, the map will be
truly finished
AcousticHemoroads (02/08/2026 10:56am):
current changes are made to lower how quick the power meter fills, and to give more meaning of picking jess refeuling power
AcousticHemoroads (03/21/2026 03:30pm):
current changes are to put apc as a lab unit, mistake of b chopters beeing lab unit is undone, theres more units around all
other areas for more chaos, and a bit of tm factory on enemy terrain for stalling, tho that means also other terrains were given
AcousticHemoroads (04/11/2026 05:03pm):
map design in itself seems to be in order, question is rather how can i make the unit placement more interesting to make
more full use of the map without excluding other co's, so far weak units seems a bit of the answer in this map, cause u do
want vision boost so sonja ist out here, with the amount of infantry sami has potential as well, jess has potential to keep on
blocking coms and labs, drake has potential to unlock more coms, javier doest get easy acces to coms to be that op, same
to kanbei, adder might help to get some buildings in reach faster or block the teleport tiles quicker, enough plains for jake,
lash defence may have potential as well, and has power to ignore terain penalty wich can also be usefull in some cases,
enough income for sasha, grim may have potential with ranged units on woods, even tho his defence goes negative, giving
its fog with limited acces to units that grant vision, think makes it bit up, luck ranges proly ist that much of an issue giving
enough coms for co's like juggler, koal seems not so bad giving the area where u can acces other areas quicker are filled
with roads, meaning u dont have a star defence boost, so him having the power of getting better offence on roads might not
be something to underestimate, aka so far its design, all co may have a purpose, the question is only, what changes need to
be made to keep all co evenly matched, not as in at same focus, but more that each focus get equal value
AcousticHemoroads (05/10/2026 02:50pm):
current changes are to give orange star bit weaker heavy offence due first turn adventage, note theres no gain to send ur
choppers behind pipeline, they are meant to strike, not to hide, there are no ringpipes at that location, theres realy no reason
to send a unit there besides rockets and apc when apc are unlocked x)
not sure if this disadventage is gonna be too much for orange star, think not giving its high funds and u do have quit to look
all around so if one spot fails the other spot can succeed and so on, but after one game i noticed the infantry of orange star
to infiltrate was too strong and blue moon too weak, so i gotta see what these changes currently are doing, also recons were
abit to strong to assist anti air for heavy strike so they got moved elsewhere where u could find tanks first, not sure if i should
add another recon in exchange, but the idea is that the infantry kinda succeeds, or atleast has a chance to it, to take over
factory, so far only orange star had that chance therefor the change
AcousticHemoroads (05/25/2026 01:43pm):
sensei is realy valid, but non the less there was a good respond from player 2 despite the silo disadventage of turn 1, that
has now been removed by landers that will not be destroyed on turn 1, the main base wast succesfully invading, so the tanks
got changed into neotanks, but the enemy at the near hq spots where factorys are found, will also have the tanks upgrade
but only to medium, rockets are added to increase succesfull chances to infiltrate, but both side gained an bcopter near
infantry to try prevent it on the longer run, battleboats and a sub are added to increase chances of garantee losing side,
pipeline adjustment so sensei units from cittys will have to run around that area, now wondering of this changes outcome, i
expect recons to be hit due lab unit, but that i believe is a sacrefice they can make if it means they can be capturing easyer
the factorys, non the less gonna observe how it plays out for further changes



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