Creator: Unclemacsac || First Published: 04/04/2025 || Players: 2 || Size: 21x17






















































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Comments: |
Unclemacsac (04/02/2025 04:43pm):
For Standard |
BongoBanjo (04/05/2025 07:57am | Edited: 04/05/2025 08:51am):
Interesting map but income curve needs to be reworked. Edit : My bad, I skipped a property so I didn't get the correct income curve. I retract that comment. |
MontySigurdson (04/05/2025 08:12am | Edited: 04/05/2025 08:15am):
I think the map is a bit too choky - so frontshifting is rather hard and Copters will be very strong. The (13,04) base also is weaker than the other one vehicle-wise so it is relegated to spamming Infs that make the middle hard to navigate for vehicles. I didn't get the wrong tank order here (got BAAB), though I went for fastest income with both players. If P2 doesn't go for fastest income , then yes, tank order will be off. P1 meanwhile doesn't need to go for fastest income to get BAAB. Maybe that should be looked into as well - I've removed Live tag for now. |
Daddymacsac (04/05/2025 10:24am):
Well everything you said is correct and was the intention for the map haha. Front shifting will not be as easy here as many other maps, but I think there is still enough imbalances between strong and weak side that the game should progress especially since each player can unlock an additional airport on the strong side eventually. That should also offer some shifting power dynamics between sides through the game. I think copters need to be strong for the 1b to have any chances of holding on since it’s so split from the 2b and has multiple lanes to cover. Maybe it isn’t as interesting as maps with easier front shifting, but in my opinion it’s just a different type of game being played, that as long as it doesn’t stall too easily, can still be interesting. I tried to design the middle cities so that they all get capped pretty safely so the contested props end up on the sides which should force inf out to the sides to fight for the those props rather just sending everything mid to already capped props. The mid props could then be taken mid-game potentially by a front switch (the only real front switching opportunity on this map. |
DaysOfPlague (04/05/2025 08:39pm):
Fully agree. It's a very well-designed map and you really managed to fit a lot of stuff into a small space without making it feel too cramped either. |
MontySigurdson (04/07/2025 03:06pm | Edited: 04/07/2025 03:11pm):
Removed Live for now since there is a knowledge check in the cap phase. BM has to cap the (15,04) harbor immediately after going for the neutral base or they won't get BAAB tank order. Meanwhile, OS can delay capping their 2b harbor (indefinitely, even) and still get BAAB tanks. It's unclear to me if this makes the map imbalanced (it well might to some degree since effectively this means OS can move Infs faster towards parts of the map they normally are supposed to be behind in). At the very least it is something that P1 should know before starting the game since it looks to be a net advantage that could maybe snowball since it can be taken advantage of so early on, so that is not ideal for Live. I think the easiest solution (if the map is meant to be played in Live) would be to redesign the layout of the early caps in a way that requires both players to go for fastest income to get BAAB tanks. Then both can skip the harbor to move their Infs elsewhere, but both also don't get a tank timing they would have gotten otherwise. |
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