Creator: i am not airob || First Published: 11/22/2009 || Players: 2 || Size: 24x18
Categories: B-Rank, Mixed Base, Standard
Rating: 6.40 in 5 ratings
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Comments:
i am not airob (11/20/2009 06:43pm | Edited: 11/22/2009 04:58pm):
the map is meant to be an HQ rush based map on early turns, if you manage to get a decent
advantage on the HQ fron(as attacker) and if you can defend well until you free your other
base(as defender), i might add another arty depending on how the map develops, also, i
need to take on consideration CO powers like grimm. that can blow those pipes quicker and
max, that does slower.
i need suggestions on this map plz, and how to fix those issues(if they are issues at all)

EDIT: i put the mechs, and CIīs one closer to the pipe seams so they can help on bashing
the pipes with crappy COs like max, i dunno if that only makes grimm quicker though :E
[JAM] (11/20/2009 06:44pm):
the game
Reylly (11/22/2009 04:37pm):
i am not airob's comment has fta.
Reylly (11/22/2009 04:39pm):
i am not airob's comment has fta.
CompleteDuck (11/22/2009 07:44pm):
Completeduck's comment has sta.
Taz (11/23/2009 04:47am):
Pretty interesting map, and original. The two mechs could be in the same place, since it
will arrive in time to destroy the pipes anyway. Max will be badly screwed I think, he
can't escape with his arty alone. Well, he won't be picked, that's all. And the fact that
Grimm breaks the wall quicker is not really a problem: this base will essentially produce
infantry/mechs anyway.
airob (12/01/2009 12:09am):
however, the CI mech can start attacking the artillery pipe seam earlier, thatīs the
reason of it being closer
KTFlaSh96 (04/21/2010 08:53pm):
too much of blue to get a win here.
Kruegster (02/11/2011 04:49pm):
I am not a fan of the pipes and mountains defending the corner bases at the top left and
bottom right. These greatly defend those corner bases so that one or two rockets can
easily defend a large amount of territory, inlcluding the capital. To prevent this from
happening, while still keeping those pipes and mountains around the two bases, I
suggest moving the captal. You possible could switch the capitals with the com towers.

Also, 4 bases is too many for this map. There are many mountains and trees making
small chokepoints, and having 4 bases will allow both players to create s lot of infantry,
artillery, and rockets. I predict the map will get crowded with units quickly. You may want
to either take away 2 bases or else remove many of the mountains and trees to open up
areas (which will allow direct units to destroy each other rather than have them hide
behind artilleries and rockets).
serativale (03/24/2011 11:27am):
I love this map.
blanci1 (05/04/2011 06:04am):
Ha...i think kruegster may have changed his mind by now?.. he has a recent map of similar
size with 6 bases each ! ... the fact that the bases are all mixed up means conflict may
keep unit numbers down. I think yeah there might be some arty, but with everything so
mixed-up there will probly be plenty of possibilities to expand and attack to try to get
funding or position advantage.
Also with mixed bases and plethora of frontlines, the utility of arty is reduced, though
with the mountains arty should still get a chance. Methinks this map could work out well.



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