Creator: MTC || First Published: 09/29/2005 || Players: 4 || Size: 40x40
Categories: None
Rating: 7.00 in 3 ratings
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Comments:
MTC (09/29/2005 12:45pm):
Its obvious what the aim of this map is, you must free your infantry and factory so you
can then go to capture the enemy bases.

What does the general communtity think? I'll change it within reason if its unbalanced in
any way.
Metalic_Dragon (09/29/2005 01:30pm):
I'm guessing the bottom right APCs are for.. What?
MTC (09/29/2005 01:31pm):
It also might be a good idea to give around 20000 starting funds seeing as just about
nothing can happen without a bomber to blow the pipes.
Metalic_Dragon (09/29/2005 01:41pm):
Oh, and there is a useless dock right there.
MTC (09/30/2005 12:24am):
The APCs make sure the only way to win is to capture the HQs, the mountains are far anough
away to stop even Grit SCOP enhanced rockets from attacking them.
I fixed the port problem.
MTC (09/30/2005 12:24am):
The APCs make sure the only way to win is to capture the HQs, the mountains are far anough
away to stop even Grit SCOP enhanced rockets from attacking them.
I fixed the port problem.
crywind (09/30/2005 03:29am):
Two questions:
1.Grit's rockets have 3~8 range when his SCOP enhanced.It means YC's APC would be
shoot.
2.Colin has a advantage here:he can build a B-Copter in Day 2(8000G income,7200G price to
build.)
MTC (09/30/2005 09:33am | Edited: 09/30/2005 09:35am):
1. oh damn I forgot he had +3 range with SCOP, thought it was just +2
2. Colin has a similar advantage on every map.
I'll make the mountains further away once the first game finishes
Dennisthemennis (10/04/2005 02:16pm):
no its plus 2 range. he starts off with a 1 range boost
armorforSLEEP (10/30/2005 12:54pm):
i would say make the ports shoal locked so only landers can be made...also i would get rid
of the missles...and like dude why is orange star one of the closest people to the
HQS?...make the other poeple closer...and why are there airports?...to help the infantry
get free?
MTC (11/14/2005 04:30am | Edited: 11/17/2005 05:58am):
OK, the map is changed, hopefully for the better, taking into account the delete function
that ruined the original because I didn't know about it before

Now the APCs really are protected from Grit's SCOP Rockets, the only way to win is by
capturing the enemy HQs

The rockets at sea serve as pipe breakers and cannot target the other rockets, they are
all on top of uncapturable neutral ports, becuase I don't want to block sea units, its the
owner's choice whether to hinder their own movement by keeping the rocket or to delete it
and help their own progress, also because I like the idea of those ports after seeing them
on other maps, the only other alternative was putting them on sea tiles but then people
would complain about it beiung illegal in the game's editor.

The armies no longer start with a base inside the pipe, they have to keep their infantry
so they can capture the base outside their pipes.

I swapped the armies to balanced turn advantage. I also added some more random forests to
make it look less bland.

Anything else I should change?
golden_cow2 (12/29/2005 04:25pm):
It lloks good, but if your infantry dies before you can capture a base, you're screwed. Don't
know how another country could kill your infantry, though.
MTC (12/30/2005 08:35am):
Originally there was an owned base in the pipes under the infantry, but then I was
reminded of the delete command that messes up that idea, and it was abused in the game I
played on it.
So I put it like that as the idea was supposed to be to free your infantry so you could
use the base.
isuck (12/31/2006 12:09pm):
With your permission, I'd like to do a remake of this map.
Nyvelion (09/25/2013 04:27pm):
Did you get permission yet?



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