Creator: kevmauldin || First Published: 10/14/2007 || Players: 8 || Size: 40x40
Categories: None
Rating: 7.38 in 8 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
kevmauldin (10/14/2007 10:19pm):
Made to be a free for all, no restrictions on CO or unit.
G1: OS vs BM G2: GE vs YC G3: BH vs RF G4: GS vs BD each must duke it out in the first
section (not the 5x5 square each country starts in) only the winner from each group can
move on to the section (2x11)between G1 and G3 ; G2 and G4 to fight the winner of the
other group Semi finals Group 1:G1winner vs G3winner and Group 2: G2winner vs
G4winner. Once a winner from each Semifinal battle is decided then the winner from each
S.F. can move into the final section(38x4)
Linkx4 (10/14/2007 11:00pm):
omg! nice map! piperunners can only b used at the end. The teams at the top have advanages for some
reason. lot of chokepoints. i see a grit advantage coming into play. All in All nice map. notice the middle is not
symmetric.
Ozzythegnome (10/14/2007 11:05pm | Edited: 10/14/2007 11:07pm):
Nice map. Fairly balanced, except for the possibiity of reinforcements at the last stage. 8/10
Also, the top ones have advantages, like their factory being already on their side, while the
bottom don't.
kevmauldin (10/14/2007 11:50pm):
top half has advantages to counter act FTA. I was a limited with space(since i dont know
how to make a map bigger than 40x40) thus the chokepoints, if i had more space there
wouldnt be choke points. the center is symetrical with the line of symmetry being the two
centermost horizontal lines, once again if i had more space it would have been symmetrical
horizontally and vertically. hehe i didnt even notice the bases in the center being next to the
pipes, i had planned on making it so no bases were touching to keep people from pipe runner
spamming,but i think it works having them in the last section
kevmauldin (10/14/2007 11:58pm):
in hindsight i probably should have had the bottom half of the center section mirrored so that
the right didnt have the advantage of being closer to the center section bases. oh and com
towers only being in the final section is to make the final battle a little bit more interesting.
Most of the forests are strategically placed for fow battles to give units attacking pipe seams
cover so that your opponent wont know you are going thru the pipe until it is destroyed.
nerd-boy (10/15/2007 03:58pm):
It could use a bit more terrain.
Heartless the great. (10/27/2007 05:37pm):
My tourny map is better :\
Ducky (02/26/2008 08:20pm):
Left side has the advantage at the end because their piperunners have to go much less far
to attack
oniongravy64 (11/25/2008 11:49am):
It's a nice map, worth a 7 for sure, but I think it needs some road.
_Corsair_ (08/18/2019 11:02am):
The idea of this map is fun. In playing I found that the narrow bridges connecting the left side and right side to the center are
too narrow. Opponents got to the center first and barricaded the chokepoint with stealths, which since I couldn't see until I was
next to them, were almost impossible to destroy. Banning stealths would help but I think the map would be improved if the
paths to the center island were 4 square wide instead of just 2.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.