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| Comments: |
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CoGDork (03/09/2026 07:45pm):
Added more stuff to the vault and more breakable pipe points. |
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CoGDork (03/09/2026 08:46pm):
Removed a pipe and the water. |
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CoGDork (03/12/2026 10:36pm):
Removed the mountains around the airports in the corners, changed the layout of the stuff in the center to make it more worth getting to. |
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hidd3n (03/14/2026 07:02pm):
Played a game with the creator and they requested I leave my thoughts and comments here. If anyone else wants to weigh in their thoughts, go for it. I may not see the message, but if you shoot me a DM, I would come and look for this thread. I'm going to break this down into what I liked about the map, what I didn't like about the map, and suggestions that I feel would be improvements. What I liked. The map was pretty intuitive, it's obvious the biggest area to fight for is the middle of the map. The two road passages from the corner bases is a great guide for infantry and vehicles to head towards the breakable pipes/entry points. As it sits right now, it's important to break open both sides of the pipes where the roads lead to the middle base and to the corner bases. Allows for multiple reinforcements and stops flat out blocking entry to your opponent. What I didn't like. In it's current state, the map doesn't offer many options to attack to and from. It only makes sense to capture the corners and then hard pressure the middle, especially since it's a juicy area. It's not worth fighting into the corner airports from either side or using the corner airport to try and put pressure on the middle bases. The corner sections with the capturable airport isn't really contestable nor worth fighting towards. The forests and the mountain really deny any counter play in these areas. The bases are too far to reinforce an attack there and the airport alone is easily shut down by AA from the middle base. The middle area is too chokey. This will create stally matches or if one player can get a block, it's over for the other. What would I suggest for changes. Some ideas I have to give the map more flexibilty and life. Instead of three main bases for each player, make it two. Remove the corner ones and leave the two connecting to the roads. The two cities that are stacked on the sides, turn one into a capturable base. This would allow some counterplay to the corners where the airports are and also allow for reinforcements to the middle area. (Example: Change the city at (00,10) and make it a factory with a bridge that connects to the right to the right. Do the same for player 2) Move the comm towers out of the middle. I'd suggest putting them in the corners with the airport. This gives either side a reason to even go there. Also, declutter/rearrange a lot of the forests that lead into this area so that it opens up counter play into the corners and the middle bases. This also gives players a way to 2 hit units on cities during a power with at least 1 comm tower. I understand there are 3 breakables N and S and 2 breakables W and E, but I think it's not the best approach for what you're trying to accomplish here. It's disadvantage to force multiple break points to get into the middle. The player is forced into a specific playstyle (arty openers to break points) to break 4 walls in order to be effective. There are going to be certain CO's that are going to be stronger in this instance than others. I know you can't stack 2 breakable pipes next to each other, so it may be better to just abandon that idea, or perhaps implement it for one side only. For example, the middle bases are forced to break in, but the left and right sides it's free to enter. I'd also make it a 2 tile opening versus a 1 tile opening. Maybe the single base it can be 1 tile. Something to play with. Hopefully this makes sense and gives some ideas to tweak the map further. DM me if you want to play again or to further discuss the map. |
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CoGDork (03/14/2026 07:33pm):
Changed the following based on the above comment: -removed the mountain and much of the forests from the far corners -removed the extra pipeseams, made the top/bottom ones 2-tile and the side ones 1 tile but open. -moved comm towers to airport corners, added a second to each to further incentivize control there -changed cities on far corners to bases -changed one of the river cities on each side to a base and added a bridge -removed forests from the center -added a couple of road tiles at the top/bottom seams to pretty it up a bit |
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CoGDork (03/17/2026 04:06pm):
-changed the pipe corner bases back to cities -added cities to far corners -added another bridge to river base area |
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CoGDork (04/17/2026 07:50pm):
BIG changes this time: -Added ocean and shoals in place of roads into the side "shortcuts" -replaced the cities and bases on the sides with ports -revamped the center with bases surrounded by mountains -for both sides, replaced the early neutral airport with a neutral city, and one of the starting bases with a starting airport -sparser roads on the sides -various other little terrain changes |
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