Creator: andymans || First Published: 01/09/2025 || Players: 7 || Size: 50x50






































































































































































































































































































































































































































































































































































































































































































































































Categories: None | ||
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Comments: |
andymans (01/09/2025 10:21pm | Edited: 02/12/2025 09:15am):
Based on BoldGiraffe's excellent Homolosine map. This world is a sphere, with teleports set up so you can go from the edges to the corresponding location that that edge would stitch together to. Features a staggered start to cancel out FTA and make it balanced, with a choice of spawning in Antartica or the middle of the Pacific. From there you can go wherever you want. This is version 1.1, the latest version of the map. Cheers! |
mateomime (01/10/2025 07:46pm):
FTA with 2nd t-copter used to block bases of following player means you really have to plan out your opening move(s) based on what all players have done before you lest you get pushed out of the competition within the first few days. however, last 3 players can be big disruptors of first 2 players FTA in the same way. i think this makes blue moon the least favorable position to play. sami gets significant opening advantage with +1 transport move. orange star sami is essentially unblockable, probably should be banned on this map as it is. fun idea for a map, but some small reworks at map edges and pipe corners can give some more tiles on playable area allowing for map changes elsewhere to address problem areas. would also like to try a version where the pipes and tp tiles are switched in the elbows. some minor changes to tp tile endpoints might also help. |
andymans (01/11/2025 11:09am):
That's a good point, I bumped Sami up to T1 in the recommended settings. My changes were just to the outside, I haven't tried to tackle anything about modifying the gameplay / terrain or the interior of the map... what do you see as problem areas? I've only really played out one game on it, but it didn't seem like there was any issue with things bogging down; the air units and the map geometry opening up new flanks for them seemed to prevent things getting stagnant, at least in that one experience. |
andymans (01/11/2025 11:20am | Edited: 01/11/2025 11:20am):
Replying to some comments people left on test versions: > It took me a minute to figure out what you were going for with the map and it's hilarious. Nice! Haha it's not me. BoldGiraffe was the one that came up with the original brilliancy. I just made some tweaks to how it functions based on what they came up with. |
andymans (01/11/2025 11:22am):
Replying to some comments people left on test versions: > Atlantis/Big Pacific Island needs a second base to be enticing to go for. North America is to juicy with 3 bases and a 4th in Central America. Hmm... I'm not convinced that is a problem. North America can be attacked from three different directions, so very difficult to secure, where Atlantis is the most isolated spot, so to me it makes sense that resource wise NA would be super-valuable and Atlantis has less value. Let me watch out the games that play out and see if there is one spot on the map that seems to correlate with an unbalanced advantage or with a consistent loss. It might be that NA can lose a base and *still* be valuable enough for its position, but I just want to see the analytics before making a new revision. If you're making your *only* base in Atlantis, you're probably sunk. |
Bulletmagnet (06/11/2025 08:28pm):
Teleport tiles can just be blocked, leading to very stupid stalemates. Interesting idea, doesn't work. AT ALL. |
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