Creator: MC Hammer || First Published: 07/13/2025 || Players: 2 || Size: 23x23
Categories: B-Rank, Fog of War, Live Play
Rating: 0 in 0 ratings
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Comments:
TheSnoogyLips (07/13/2025 02:57am):
Designed for Fog and Live Play
TheSnoogyLips (07/13/2025 03:36pm | Edited: 07/13/2025 06:15pm):
Changes since last tagging:
Moved precaptured bases back to reach 2 tank turns from contested properties.
Added bboats to rivers and turned tiles into sea areas where landers can go.
Original bboats turned into landers.
Ports removed.
Water widened so you can't block the lander from getting to the island.
HQs moved backwards and blocking bboat reduced in hp.
Additional pipe seams added for a developing frontline.
Switched P1 to the bottom since all my other maps have Green in the top.
Reduced number of properties to approach 20k per side.
Added comm towers to islands.
MontySigurdson (07/20/2025 03:59pm):
Looks decent overall, though there is some RPS with the BBoat and Landers - the Lander can get blocked by the BBoat multiple times (if the opponent is lucky) - and it would feel quite unfair if one player manages to get the blocks and the other doesn't - seeing as it's pretty much random. I do like the BBoat spy though, I just don't think it's good if it can interact with the Lander.

I also think destroying the pipeseams near the bases is kinda mandatory as movement is too severely nerfed if they stay around, so that could be looked into as well.

Otherwise, I think the (03,15) forest is too good of an Arty parking spot (covers 3 cities).
TheSnoogyLips (07/21/2025 06:02pm):
Changes since last tagging:
Added Submarine to ward off BBoat blocking.
Eased movement on the weakside base and added an alternative route for the neutral base; pipeseams should no longer be necessary but still worth destroying, also the weakside base's pipeseam has been replaced by a one-shot BBoat.
Reintroduced a port for no particular reason other than to see someone randomly build a Battleship.
Forest at 03,15 moved, the next most problematic forest is 01,12 but if the weakside manages to get an Artillery in there I say they deserve it since it takes 4 turns to get there from the weakside base.
Increased the health of the Lander and BBoat so that the BBoat can survive a single artillery and reward power charge, slightly encouraging more spying, while the Lander can drop units at the end of the river without being one-shot.
MontySigurdson (07/26/2025 06:23pm | Edited: 07/26/2025 06:52pm):
If the 2b doesn't use the Lander immediately but places it on the shoal near the river base, the opponent Lander is actually able to block it in from (08,21) which can be a huge hindrance. So that part of the map requires slight terrain edits so that this isn't possible anymore IMO. You could theoretically see it coming if you move the Cruiser over as well but I don't think it's all that obvious until it's too late. Better not have noobtraps in the map I'd say.

Also, the 2HP BBoat can be cleared by a tank with one attack if you have a Com Tower and are very lucky, so its HP should be increased as well (or decreased to 1) to avoid that.

The middle cities have some TA since the Inf that arrives there first (should be P2's) gets to pick which one to cap - so they should be spaced further apart to avoid that.

The map also could use more contested properties as most cities aren't on the frontline but actually favored towards one player. So moving some of them a bit closer twoards the frontline would have some merit.
TheSnoogyLips (07/31/2025 01:06am | Edited: 07/31/2025 01:41am):
Changes since last tagging:
Removed noobtrap, BBoat given more health, cities moved to more contested areas.
Additionally: added a middle lake so you can float your bboat around and heal your units or just obtain vision of their bboat with yours for a sneaky HQ rush as Sami.
TheSnoogyLips (08/22/2025 08:39pm):
Major changes made.
MontySigurdson (08/24/2025 04:47pm):
So the BBoats still require some edits I think - you can just delete your own BBoat (since it does not have much purpose anyway) and try to gamble for an OHKO if you have at least one tower (assuming 100/100 COs). So the options are to either make the BBoat 1HP or 3+ HP so you need an Arty or definitely at least 2 tank attacks with 100/100 COs. Or I guess you could put the 2HP BBoat on heavier terrain, but I'm not gonna do all the calcs for that :)
I'll say that is just a minor issue though, but for competitive viability a setup where luck rolls can give you an advantage should be avoided if possible (at least when picking 100/100 COs).

Also I think there's some STA because the 2b gets more captures overall (likely including the double airport). The map also could use just one or two more contested properties (by moving some cities around), right now I think a lot of the properties near the frontline are not really contested as the 1b would overextend quite a bit by trying to cap them.

Otherwise I think this looks fine.



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