Creator: Sothis || First Published: 06/04/2008 || Players: 2 || Size: 22x15
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| Comments: |
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Sothis (06/04/2008 01:40pm):
Messing around with some suggested updates to this map. |
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Ducky (06/04/2008 02:19pm | Edited: 06/04/2008 02:20pm):
are the forrest just for decoration? you could make it more fun by trapping piperunners, on the island. edit:said hte instead of the |
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Sothis (06/04/2008 02:54pm):
It doesn't matter what goes in the middle, just trying not to leave it a bunch of empty water. |
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Tyrael (06/04/2008 08:35pm):
I'm a bit worried about one side being able to fire silos to disrupt the other side's base capture while being able to capture their own base before opposing silos can interfere, leading to FTA/STA. I don't feel like counting or testing right now, but I'd watch out for that. Very nice besides that improbable issue. :) |
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SmackCakes (06/04/2008 10:12pm):
Tyrael is correct *Cookie for him* BM is able disrupt OS's neutral base capture with their first built infantry, while BM capture their own neutral base with the predeployed infantry. OS need to send their first built infantry to their base, this is the cause of the imbalance. Silos need revising. |
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Sothis (06/06/2008 07:41pm):
Couldn't stand the idea of changing the original map too much, so the pipes were the best way I could think of to delay access to the silos. Thanks for the feedback yo! |
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SmackCakes (07/01/2008 03:42am):
Great idea, and great map :) |
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Tyrael (10/08/2008 11:37pm):
Pipeseams are there now, yay! 9'd. |
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Harti (05/27/2009 02:24pm | Edited: 05/27/2009 08:50pm):
How can this invitation for a stalemate be A-Ranked? /edit: Add 2 airports each side --> You can keep it A-Ranked. |
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benbever (06/02/2009 05:49pm):
Stalemate map. Needs fixes. Add two seaports (more than 8 spaces (use reefs) away from each other to prevent one turn black boat blockade) and/or add two backland airports (behind the reefs.) |
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CompleteDuck (12/07/2009 10:52pm):
^^^indeed about the stalemate. In a game I have right now, We are stalled right in the middle not moving. As we have infantry and arty behind them. Only way to effectively break it would be to use the missiles to break the lines. |
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Fungi127 (12/12/2009 06:10am):
I see where they're coming from, but I think the silos were supposed to break the stalemates, I'm not sure how effective that would've turned out, since I got booted before anything could happen. v.v Sorry Duck. |
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Sothis (01/24/2010 10:21pm):
With two missiles at your disposal there is no way this is a stalemate. Even if you allow forces to build before attacking, a double missile strike on the attacking front will allow you to punch through. (Unless of course they have far more units than you do, in which case they must be weak on the other front and you should be attacking there.) That's kind of the point of this map. Yes it would be a stalemate if it were a normal map. But this is all about using those missiles (at the right time and place) to break through anyway. That's actually what I always liked about Funkytown Springs, it was different. You can check the Map Analysis here to see that plenty of games have been played and only a few were draws. Think about it and give it another try. |
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DSMaps (06/13/2021 03:43pm):
https://awbw.amarriner.com/prevmaps.php?maps_id=89671 |
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