Creator: DuelStriker2 || First Published: 11/16/2007 || Players: 2 || Size: 16x16
| Categories: C-Rank, Standard, Teleport Tile | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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DuelStriker2 (11/16/2007 08:47pm):
I thought this would look a little better, but I guess I was wrong... |
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FunkyChunk (11/16/2007 09:57pm):
Just have the shoals go along the top and bottom sides of the pipe/map edge, it should look like less of a mess |
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Tyrael (11/16/2007 11:57pm):
Looks good for FOW- do you break the pipeseam and go for the nearby base? Or will you just be opening the way for the other army that rushed the base, oh noes! Kinda like rock paper scizzors, only with two things instead of three. Fugly shoals/10 |
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Garytop (11/17/2007 12:40am):
i reckon blaze has an unfiar advantage being he or she starts off with 1 infantry :p |
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sirfuxalot (11/17/2007 12:53am):
FOW would be fun. |
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DuelStriker (11/17/2007 08:17am):
Garytop (11/17/2007 12:40am): i reckon blaze has an unfiar advantage being he or she starts off with 1 infantry :p FTA counter :P |
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nerd-boy (01/12/2008 08:50pm):
moar color pl0x |
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Tyrael (01/12/2008 11:58pm):
No more shoals of eye-hurting! :D |
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DuelStriker (01/13/2008 07:37am):
nerd-boy (01/12/2008 08:50pm): moar color pl0x Explain pl0x |
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DuelStriker2 (01/13/2008 03:02pm | Edited: 03/04/2008 05:36pm):
MAP UPDATE: Roads added, and it now also comes with wtf shoal lakes. UPDATE2: Added another seam to each side, also moved neutral bases out of artillery range. |
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The Shifting Shadows (03/30/2008 06:28pm):
Love It 10/10 |
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Falconewing (09/29/2009 06:42pm):
Indirectlock/10 |
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Meta Rexy (10/16/2018 04:16pm):
If the enemy captures the neutral base behind the pipes it looks too easy to artillery lock one of your bases. I don't like how close it is. |
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pen (12/01/2019 07:28pm):
The FTA counter works well for that specifically. Grey Sky could make a mech on the first turn to attack the seam, but mechs only have 3 bazooka shots. They could also save up for a single artillery for the second turn, but that doesn't look worthwhile? Considering that they can get the base north of them much more easily, they would logically head to the North. Amber Blaze can get to the southern base with their initial infantry, and going for the base in the North would be even less viable for them because they have the second turn. |
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