Creator: METAL DANNY 420 || First Published: N/A || Players: 4 || Size: 46x29
Categories: None
Rating: 9.00 in 2 ratings
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Comments:
METAL DANNY 420 (06/02/2026 08:48pm | Edited: 08/06/2026 07:02pm):
2v2 for any mode.

Team A: Orange Star & Blue Moon
Team B: Green Earth & Amber Blossom

Suggestion: Put the Megatank and Stealth as the Lab unlocks. This way the Labs serve a very important role. Even the Carrier is a good Lab unit since that unit can be very strong by shooting far over the pipes.

Update August 6th:
Version 2 is out now!
Changelog:
- Changed an Airport on the left side into a Port. This is against the Fighter-only spam. Also made that side traversable for sea units up to a certain point by removing shoals and also removed some reefs.
- Opened the sides at the ends of the pipe with a river to allow foot and air units to change sides.
- Connected the Comm Tower islands with the next islands with a shoal to prevent easy lockdowns on the right side.
- Changed a Port for each player in the middle into a City. 1 Port per player there is enough.
- Corrected some missing symmetry in the middle regarding the Lab/Silo islands.
- Moved the Silo away from the Lab to make its own mini island.
- Changed the contents of the left side middle island. 2 less cities and added roads. Also connected it to 4 smaller islands.
- Changed the contents of the right side middle island. 2 cities replaced by shoals and added extra shoals.
- Changed the contents of all side Lab and Comm Tower islands. 2 cities replaced by shoals and added a river.
- Fixed FTA by changing player 4 into a country that has its turn last instead of 2nd. Also removed the old FTA extra infantry from the middle. Now half of the contested islands can be reached first by each team.
New team order: ABBA
XLnapkins (06/03/2026 06:40pm):
There's a fair amount of ports. I would remove: one airport from the left lane, one naval port from the center, and one naval port
from the right. Since reinforcements are only 2 turns away, being able to pump out that many units a turn feels a tad
aggressive. Another thing to consider is uncapturable ports in the water. It looks like the right side will stall out, so a couple
ports strategically placed could give a foothold to push from.



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