Creator: Christiaan1 || First Published: 03/06/2025 || Players: 2 || Size: 20x20
Categories: A-Rank, Fog of War, Live Play
Rating: 7.00 in 1 rating
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Comments:
Christiaan1 (03/06/2025 05:30pm):
London Eiffeltower is falling down
Falling down, falling down
London Eiffeltower is falling down
My fair lady
Build it up with iron bars
Iron bars, iron bars
Build it up with iron bars
My fair lady
Iron bars will bend and break
Bend and break, bend and break
Iron bars will bend and break
My fair lady
Build it up with gold and silver
Gold and silver, gold and silver
Build it up with gold and silver
My fair lady
Gold and silver we've not got
We've not got, we've not got
Gold and silver we've not got
My fair lady
London Eiffeltower is falling down
Falling down, falling down
London Eiffeltower is falling down
My fair lady
London Eiffeltower is falling down
Falling down, falling down
London Eiffeltower is falling down
My fair lady
Christiaan1 (03/06/2025 05:31pm | Edited: 08/05/2025 05:20pm):
Map is intended for Fog.
Tank turn order is BAAB.
Split income is 22k.
Raedel (03/06/2025 08:04pm):
Most wholesome Purple Lightning/Red Fire rivalry.
Christiaan1 (07/15/2025 10:01am | Edited: 07/27/2025 06:45pm):
Map got revamped to make the fronts more interesting:
https://awbw.amarriner.com/prevmaps.php?maps_id=176201
MontySigurdson (07/27/2025 07:02am):
Has some stalling potential since the basic/airport setup is more reminiscent of a (classic) fog map - meaning the center base and the airport can reinforce both fronts equally so both players have the option to counteract anything the opponent does. It also is a bit slow for a Std map.

I think this could make for a decent fog map with some terrain edits though.
Christiaan2 (07/27/2025 06:37pm):
I'll look into it.
Christiaan1 (07/27/2025 06:38pm):
No, I'll look into it.
Christiaan1 (08/05/2025 07:56am):
It has been looked into and the map has been changed to make it more fog viable.
BongoBanjo (10/21/2025 10:44am | Edited: 12/12/2025 02:35pm):
Stally map. The flexibility of the middle base regarding inf reinforcement means that there is no real weak/strong side. The HQ
area is too easily defensible by indirects meaning that it's incredibly hard to attack. Because of this, there's no real win
condition on this map nor any contested properties. The com towers look contested but they aren't. The attacker can send two
vehicles per turn in the area whereas the player on the HQ side can only send one vehicle and one inf so it should go toward
the attacker everytime (not to mention the capture path for it slightly favors the attacker)

EDIT : Let's see how it plays out now that it's changed
Christiaan1 (12/12/2025 01:57pm):
Changes have been made after discussing the problems and solutions with Banjo.
Pipeseams were added to the middle base so it can't go towards the weak side as fast.
The roads on the side got some plains and a forest added to delay rockets.
The corner areas saw the com tower moved so that the weak side can capture better and interupt in 2 turns so that the com
tower becomes more contested/harder to take for the strong side, also the city on the edge near the road highway saw some
terrain changes to make taking the city easier where you can punish an interrupt or attack a tank/artillery behind it.
The HQ was moved to the centre to move value away from the sides and make the centre more important.



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