Creator: Slipstream || First Published: 12/19/2007 || Players: 9 || Size: 40x40
Categories: None
Rating: 7.86 in 7 ratings
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Comments:
Slipstream (12/19/2007 02:57pm):
My first attempt at a tournament style map.

***

Basicly, it's eight armies facing off against each other in a knockout-style battle. I'll explain
each stage:

Stage 1: Quarterfinals
Four matches played consecutively. The small areas mean this shouldn't take too long. With
only one starting base and two possible neutral bases, the main focus will just be routing the
enemy.

Once one army has been defeated, the Purple Lightning Gatekeepers (Megatanks) move to
the empty silo spaces and let the winning army pass. The winning army captures the middle
city and two consecutive bases, then waits for the enemy. It is important to be quick when
battling, because the first person to the next area is the person who moves first.

Stage 2: Semifinals
Double the previous map. Ports have been introduced (though some people might not use
them) and there are two fronts to fight now. A lot more space to fight now as well.

The same as before; the Gatekeepers move, then the winning army from each battle
captures the middle city and the four bases nearby. He or she then waits for the enemy.

Stage 3: Finals
The last two armies face off. No ports this time, but airports are available. For the two small
islands, you can either make your way through the narrow bridges, sneak in by the bottom
shoals or fly your way there. Just all-out war for the finals.

When one army is left standing, the Purple Lightning forfeits and the army wins!

***

The role of the Purple Lightning army is to be the judge or controller. PL does NOT attack;
their only purpose is to let winning armies past... unless they feel like going up against
500:500 Megatanks.
PURPLE LIGHTNING IS JAVIER.

***

This may be an unorthadox tournament map, since there seems to be a pattern to them, but
you know what? If you don't like the way I made this map... well, don't play it then. :)

***

General Infomation:
Team - What are you, insane?

Fog of War - This is optional. By activating it, this means each army can't see how the other
armies are doing, so it adds a feeling of mystery.

Units Bans - Piperunners, Stealths and Black Bombs are the suggested. If you can think of
any others, be my guest.

CO Bans - Apart from the Broken Five, I should note that COs that can damage foes from
afar are banned. For example, Rachel, Hawke and Sturm. Purple Lightning must be Javier, by
the way.

FTA - Added for the quarters. As for the battles afterwards, whoever secures their city-HQ
first is supposed to move first.

Final Thoughts - Feel free to add any more rules. After all, this is a tournament map. I should
also note that if you are creating a game on this map, you should be Purple Lightning and you
stress to players these rules, or just tell them to read this comment. Can't have rulebreakers,
can we? :)

~Slipstream, the 'Jugger'naut~
JoeVector (12/19/2007 02:58pm | Edited: 12/19/2007 02:59pm):
Lol, this didn't made any sense without rules.
RedlineM205 (12/19/2007 03:17pm):
Even after looking at the minimap I expected something about Punchout. Damn. Ah well, good
concept but its obvious what could happen.
Tyrael (12/19/2007 07:51pm):
You should give PL some recons behind the pipes so they can watch the battles. The last
area is pretty base-heavy and very narrow which will be a problem if the last two teams are
decided around the same time. I love the setup though.
UltimaOblivion12 (12/19/2007 09:13pm):
very well thought out. I give a 9/10
It isn't pefect but still very good.
JoeVector (12/20/2007 12:30am):
Okay, I read the rules. This is a good idea, well done. The only thing that bothers me is the central area in the
finals. It looks a bit too empty. Still the map is pretty good overall. 9/10 too.
Red11 (12/20/2007 08:13am):

The incomes could become distorted if a players drops instead of being conquered. As I
understand it, a dropped position reverts to neutral.
Red11 (12/20/2007 08:25am):

The other query I have is where does the victorious army assemble itself, after it moves
through to the new map?
Slipstream (12/22/2007 05:27am):
@Tyreal: Yeah, good idea. I'll add recons when I get the chance.
@JoeVector: I wanted the last battle to be focused on air units, but I agree, some more land
could be useful. I might put a small island in the middle to break the symmetry.
@Red11: If someone drops, the winning army can advance while producing one or two
infantries to conquer the now nuetral properties. However, that is a bit of a problem. If I can
counter it, I'll add in the next version. Also, when an army wins, they take the middle
properties (eg. in the semis, it would be the city with a base north and south of it, along with
a port two spaces east / west).
Red11 (12/22/2007 11:57am):

Ok, and must the army assemble behind the road? Or can they just wander around in the
new region?

You state 'then waits for the enemy'. Maybe just clarify that a bit more in your rules.
SlimKirby (12/22/2007 03:59pm):
I'm a little confused about something.

So when we beat an army, we can only get the territory mentioned, AND ONLY that territory,
and then we have to wait for the other enemy to come before we start attacking?

What about previously gotten territory, or any neutral territory in the previous squares?
Can we still get that/build stuff in there, or do we have to come to a complete halt until
the winner of the other bracket comes?
UltimaOblivion12 (12/31/2007 11:08am):
You try to kill the person in your square first. Afterwards you go to the next square, capture
properties in the first and second squares while building up an army to defeat the next
opponent.
lindsay40k (01/12/2008 03:03pm):
The FTA doesn't work, it just converts it to STA.



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