Creator: itchydani3l || First Published: N/A || Players: 8 || Size: 40x31
Categories: None
Rating: 0 in 0 ratings
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Comments:
itchydani3l (10/08/2024 01:15pm):
Goal of this map is to encourage political behavior in Nomad Maps.
Designed to be inherently political and cause players to take sides earlier in the match.
Also, designed to encourage aggressive behavior and avoid turtling.
itchydani3l (10/09/2024 08:14am | Edited: 10/09/2024 11:27am):
Northern territories have shorter distance to central properties, and more blocking terrain which
favors air, naval, and indirect play.

Southern territories have more open area, more properties, but also features more laboratories
which serve as the player hq. More contested area which favors direct combat.

There's quite a few ghosted properties on the map. Ports are for bridges but also the extra
income makes the center properties a large income source. A few airports are ghosted, making
air units more viable in certain areas with convenient resupply. The central island bases are
blocked allowing only footsoldiers to leave, making it a bad position to launch attacks from, but
easier to defend. Similarly, some of the ports are beach locked, meaning they can be used for
Transports and Battleship turrets but not subs or cruisers.
itchydani3l (10/09/2024 08:36am | Edited: 10/09/2024 08:37am):
The laboratories are deliberately spaced in such a way that not all players will have a
comfortable position, again to encourage partnerships and diplomacy.
itchydani3l (10/09/2024 10:26am):
At the end of the day I'm gonna say that if you don't like your side of the map then brother
you're the one who landed there. I'm giving later players mechs so they can contest earlier
initiative players.
Anachronity (10/09/2024 11:06pm):
The whole weird situation with mechs and cities on the righthand side could use some explanation...?
itchydani3l (10/10/2024 11:17am):
The pre-owned labs are required to add players to the game.
They're capturable by the mechs after a few turns.
In addition all players start with 2.

The idea is that by the time a mech can capture your labs, you will have captured a lab on the
main map. If you didn't, then youre eliminated.

Each player has a choice between capping a neutral city or a pre-owned city belonging to a
neighbor. It's intended to force players to choose allies and enemies early on.

Also, this uses the regular funds setting so those extra cities add a little extra funding for air
and naval units.

Eventually the mechs will all be dead, either by killing each other or by battleship barrages. If for
some reason the player winning the mech mini game isn't the same player winning the main
battle, then the player winning the main game will simply build battleships and win by Rout.

Ideally the players losing will resign rather than forcing the winning player to rout them with
battleships.
itchydani3l (10/10/2024 03:14pm):
Map Edit Buffer:
Need to move a certain Factory and Lab combo a little bit south and west.



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