Creator: Snorbuckle || First Published: 11/03/2005 || Players: 4 || Size: 30x20
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
Nahbien (11/03/2005 11:42pm):
Nice map. Although I would double bridge the center two instances... either way, 9/10 |
|
Snorbuckle (11/04/2005 09:22am):
I figured that with the number of different fronts running at once, it was allowable to have such a chokepoint in order to vary the strategies needed on each front. |
|
Nossidge (11/22/2005 07:37pm):
That's a nice picture. Very pretty. I like the little cities and the wee lake int' center. But as a person, you smell. Of papercuts and binary. Just so you know. |
|
jamro1149 (12/10/2005 01:45pm):
nothing to winge about this one, alough, money is power and could do with a few more coloured (im english and ill spell colour my way) citys but you cant go wrong with a map with no air/ports (9/10) |
|
Kiyobi (01/15/2006 05:08pm):
This map looks very professional. Looks like a great map, however you look at it. 9/10 |
|
sirfuxalot (06/10/2006 11:11pm):
I really like this map. I'm not sure how to improve it but i think a 9 is good enough. |
|
GaoGaoStegosaurus (08/15/2006 12:17am):
This is a great multi-front chokepoint map that strongly favors direct units in the beginning and generally shift toward indirect/infantry warfare if the initial assaults failed. This map has beautiful terrain variety. The water in the reservoir itself, however, is polluted with the blood of countless infantry, so due to environmental contamination, I am inclined to rate it a 9/10. |
|
Dullahan (08/16/2006 06:55pm):
There isn't really much in the way of neutral properties to fight over so it seriously promotes a stalemate. |
|
jhuni (08/16/2006 07:33pm):
And the fact that theres no center for people to fight over+mega chokepoint'd |
|
angel_wing0 (08/16/2006 07:33pm):
Nice map! 9/10 |
|
DuelStriker (08/30/2007 06:59am):
How is this map, in any way, BORING? It's an awesome design and perfectly balanced. 9/10 |
|
lindsay40k (12/24/2007 10:36pm):
Each player should have no no trouble capturing 4 bases and at least 12 properties. Combine that with tight chokepoints enclosed by rivers and mountains, and what do you have? An effing TIDE of mech. Replace the bases along the north and south long roads with cities (moving YC's one a little close to their base, right now they have a little farther to travel) and widen the chokepoints to let two vehicles through to do this excellent design the balance it needs. GE's southernmost base could be a bit further into the field, they're really cramped up there. Also, I would consider giving GE and YC some FTA counter - perhaps a single infantry? |
|
tomtomtom (02/09/2011 07:36pm):
when can we play |
|
Nyvelion (01/04/2014 01:03pm):
NNNNNNNEEEEEEEEVVVVVVVVVVVEEEEEEERRRRRRRRR |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites