Creator: 恶魔 || First Published: 01/17/2026 || Players: 4 || Size: 21x23
Categories: B-Rank, Base Light, Mixed Base, Standard, Team Play
Rating: 0 in 0 ratings
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Comments:
恶魔 (01/16/2026 10:35pm | Edited: 01/17/2026 10:45pm):

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!! PLAY THIS WITH 1.5K FUNDS PER PLAYER !!
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This map is an adaptation of 2v2 Whirlwind [DMC 37] by GoldenEbel --- https://awbw.amarriner.com/prevmaps.php?
maps_id=166835

The main reason for this version is that the original allows ganging up on the corner with the HQ and once it falls, the game is
over. This is bad, because it means the match is entirely decided by how well 1 player can defend against the other 2 players,
with the 4th player not having as much influence on the outcome of the match. Hence the HQs positions have been moved,
as the main change, so that both players have to be overcome/beaten. Other changes to the middle are driven by this change
(as well as aesthetics reasons). The rest of the map has stayed mostly unchanged. A different kind of TA counter that uses
infantry has been applied. See below for more details.

Changelist (compared to the original map):
- HQs moved to center, only accessible via river or tcopter (no land vehicles)
- Previous HQ tiles have been replaced with a city and silo respectively
- Terrain in the middle area totally reworked (rest of the map's terrain is unchanged)
- Minor aethetic terrain changes (only in the middle area)
- Changed Teams (BM+AA vs RF+PL)
- RF+PL each get 1 infantry, AA gets 2 infantry
- These infantry causes AA to be the first to be able to double tank!
This is good, as P4 already is the 4th tank, so after that they no longer are the weakest one the field.
MontySigurdson (01/25/2026 06:51pm | Edited: 01/25/2026 06:52pm):
I agree that the original map has problems, but making the HQs basically unassailable is not ideal either I think. Maybe replacing them with multiple labs that are all somewhat vulnerable could work better?

The 11,14 base is also kinda prone to getting Rocket/Copter-locked, but it's probably not an issue since both locks take a while to set up.
恶魔 (01/25/2026 09:46pm | Edited: 01/25/2026 09:50pm):

I don't disagree. But I also think it is kinda fine. It can certainly create a drawn-out battle if neither side resigns. But eventually
one team should be able to overcome either one of the corners and then win the match from there, or the ''double 1b1a''
corners will together overrun the 2b middle. Either way, eventually the middle will fall and I guess not every map needs to
have a 'quick finish option', but it certainly is a change that could be possible/considered.

Yes, I did consider removing the rocket lock... the original map has it too, but only for one side since it is an even worse
rocket lock by having a mountain instead of a forest @ 07,14. At least here you have a chance to get a tank attack. The
copter attack I didn't consider, but I also don't think it is a big issue. Maybe the tile next to the base could be shoal. On the
other hand, this goes back to the first point, we do want one team to eventually beat the other side so allowing something
like this is probably fine (oh and the original has it too but worse since not even inf can be on the tile next to the base haha)



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