Creator: blanci1 || First Published: 09/01/2008 || Players: 4 || Size: 22x22
Categories: None
Rating: 7.13 in 8 ratings
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Comments:
blanci1 (09/01/2008 10:16am | Edited: 02/09/2009 08:42am):
Designed with Fog in mind. Basic idea is to stop spam by
BANNING INFANTRY and MECHs and having predeployed soldiers... who become
valuable human resources !! .... whoever heard of soldiers coming out of factories anyway.
Also a couple of other unusual features....
PRISONERS OF WAR ... should we waste resources killing them ?.... depends if they
try to escape .... watch the pipe seams for damage !
CENTRAL HQ positions ... for excellent view over battlefiled up in mountains ((edit ...must put
predeployed recons on HQS! for vision and also defence)) ... not so easily over-run,
((note..... fta counters assume 1000 FUNDS/city/day..and includes incremental
displacements.on.predeployeds))

Days Of Ruins (09/01/2008 12:59pm):
counter 10
funwes (09/01/2008 01:05pm):
Arty's kill mechs behind pipe seams very easily. Well too over-exposed HQs IMO; first to
blow up a seam and get a Sami inf there practically wins. Starting missiles are also bleh.
blanci1 (09/01/2008 03:18pm | Edited: 09/02/2008 03:48am):
well ok .... im sure the first car had some teething problems.
Oh thanks DoR ... but really it doesnt matter .. this is a bit of a concept map ...maybe some
of.the ideas can be re-worked or whatever.
blanci1 (09/01/2008 03:44pm | Edited: 02/09/2009 08:37am):
map edited slightly--- ok BAN SAMI ?? is a possibility.
HQ exposed? ... the misile can counter-act surprise entry which will be seen well in
advance as damage to the pipe seem ... indeed all three enemies could blast you with their
misiles simultaneously as they are all in danger reducing an infantry to a quivering wreck of
1 hp. .Also an indirect nearby can blast any tresspassing infantry .. even a sami could be
eliminated cleanly with an artilery and a misile ..
Quite a few people dislike misiles, but others like them, theres lots of forum topics
debating-this,but here they have a definite use.
A 4 player map doesnt need to be quite so fair as 1v1 since co-operation
on purpose or accidentally will generally be much more important factor and also 4 players
are really played mostly for fun.
blanci1 (09/15/2008 05:21am | Edited: 02/13/2009 03:15am):
notes from test games --- put misile in corner behind a pipe seam to stop random early hits
on amassed soldiers ..... also enemy soldiers in same cells is unfair with different COs...
change so all 4 prisoners are together in diagonally opposite PoW camp. This also gives
every player a connection with all 3 opponents. ((Think about changing central 4 forest to
mountain? and station rockets /runners there?... recons on HQs might be logical ))

Many players who participated in the 3 or 4 test games sent messages of how much they
enjoyed the map . Even the guy who had a winning position but resigned
because he didnt realise that other players would be forced to help him defend his own HQ
from capture ! Thanks to you all.
blanci1 (02/13/2009 03:26am):
I guess i am clogging some of this column to store results and ideas to myself for improving
the map. But please feel free to comment in any way you feel.
Falconewing (06/11/2009 05:31pm):
Cool. First categoried pre deployed map!XD
kookysooky (08/30/2009 07:54pm):
it's a much more fun map than deserves a 6.71
Reylly (08/30/2009 08:59pm):
SECRET NAZI SYMBOL... only then reversed.
Or does it refer to manji?



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