Creator: Mafiasco || First Published: 05/29/2009 || Players: 2 || Size: 10x20
Categories: B-Rank, Standard
Rating: 9.20 in 5 ratings
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Comments:
Mafiasco (05/29/2009 10:52am):
This map is defined by two things: Chokepoints and large open spaces.
The idea I had when creating this map was something similar to the Warhammer Online keep
system. You have clearly defensible positions, but since it is a mirror map, both sides
must plan both to assault and defend the central "wall".
The prominence of chokepoints also means that air is a non-trivial issue, which is why two
airport are available per side to allow greater flexibility. I predict that this map will
see a lot of T-copters and B-copters.

Ban the usuals and play with FOW on or off, your choice!
Clover_Fanboy (05/29/2009 10:52am | Edited: 05/29/2009 10:55am):
Convert both airports in the front to cities
Mafiasco (05/29/2009 10:57am | Edited: 05/29/2009 10:58am):
Why? I feel like the forward airports make the game more interesting and not a
mass-tanks-and-artillery-fest like most chokepoint heavy maps.
The fact that a Stealth, Bomber, or Fighter can immediately get into the action is
something that I intended and I want to see how it plays out in my test games.
Clover_Fanboy (05/29/2009 11:11am):
No 1 is going to build Bombers, too many production facilities...

20K funds spread over 3 bases and 1 airport is fine... but with that 2nd airport at the front,
why bother using the back 1... also if somebody goes for the other guy's front airport...
stealth it -__-
Mafiasco (05/29/2009 11:20am):
I actually should have addressed this in the first post. It's a good question.
The back airport has 2 purposes:
1) It allows OS to build a T-copter on the right side airport, move the T-copter north,
load up an infantry or mech from the forward base, and then fly that north over the
"wall". This is an example of what I meant when I said I added the 2nd airport for
flexibility. I actually added the corner airports later on in making the map.
2) It makes it so that losing the forward airport isn't game over for either side. Since
there is a massive "inner wall" for each side, it'd be game-over to not give each side an
airport behind it. Otherwise the offensive team can just clog the chokepoint until it mops
up resistance in the middle of the map.

Hope this helps!
Clover_Fanboy (05/29/2009 11:24am):
Yip it does, I see where ur going with this map idea ^_^
twistedsaint08 (05/29/2009 03:21pm):
I think the map is pretty good, not forest heavy makes things for a smooth progress, it is
risky to have 4 airports in a small maps but I feel like it works just fine. Good job, 10.
DuelStriker (05/29/2009 04:01pm):
Not bad. 8/10
blankets (05/29/2009 07:42pm):
This map is seemingly good, but IMO if you extended the middle area it would make things a
tad more interesting/lengthy, and would possibly allow you to do more with the map and in
game play, more with your units. (Create more reliance on long range/far moving units
instead of mech spam, which wouldn't happen on this map anyways.) besides my biases,
10/10
Mafiasco (05/30/2009 09:12am):
blankets thats a good point. i originally divided the map into 4 quarters but now that i
think about it, the map would probably be better with the top-most and bottom-most quarter
being 1 height smaller, adding 2 tiles of height to the middle of area
ill wait for these test games first though
Mafiasco (06/06/2009 09:27am):
this map has been playing really well actually
mech spam is not effective early because artillery are so important. honestly i see a very
nice balance of artillery+infantry, tanks, anti-airs, and black copters on this map. i
frankly havent seen a map with diverse units like this in a long time. also, the forward
bases are very nice for getting units into the fray, but a tank or AA in the back bases
can still make it to the middle with just 1 extra turn

any comments?
Mafiasco (06/23/2009 11:47pm):
OK I'm gonna make some edits
Air units (especially B-copters) are too weak. I am moving the nuetral base out
Also, I am gonna put a second bridge over the river there. The choking makes mass
artillery too strong

Mafiasco (06/24/2009 01:57am):
like the changes guys?
Slazzy (07/10/2009 01:22pm):
why doesnt sturm have a movement cost of 1 on this map`???!"!!
Mafiasco (07/12/2009 01:52pm):
slazzy I am playing you with No CO Powers..
Slazzy (07/13/2009 01:13pm):
but co powers are in sturms case meteor strikes, not the d2d ability of sturm and
everybody else!
Mafiasco (07/13/2009 10:21pm):
no slazzy

NO CO Powers means no d2d either

Thats why my game didnt have any CO bans..



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