Creator: Holycamel || First Published: 12/10/2024 || Players: 5 || Size: 39x25
Categories: None
Rating: 8.17 in 6 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Holycamel (12/10/2024 03:30pm):
Teams are orange and black, blue and yellow, then green is alone (ABCBA)
Blight (06/03/2025 10:00pm):
Really neat! I have a question about map design I see implemented here and elsewhere that I don't fully understand yet: whats up with the strange roads? Is it a balancing consideration or an aesthetic one (and the sub-question: what is the logic used to place them)?
Jimbox18 (03/01/2026 04:07pm):
@Blight
I think it is a bit of both. maps with too much of any one terrain type in a given area hurts the opportunity for more dynamic
gameplay. Plus using only roads and only shoals would not work as well for balancing Koal and jake games assuming they
are used which anyone could do when setting up a game. It breaks up the plains, opens up opportunities for Koal players
and for exposing enemies units. They are also like boosts rather that strait roads for tire units. For example, a rocket leaving
the base at 20,22 near blues hq can move 3 spaces left towards the enemy position. if it were all plains it would only move 2
and if it was all roads it could move 5. It provides an advantage over 2 move but is still no the dangerous 5 in one turn. This
is so movement can be controlled for the sake of balancing early timings. I don't know if the designer was considering this
here necessarily but the example still stands. I have seen this done many times in varying complexities. Many of the most
balanced maps look like a shit show lol but that's war I guess.



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