Creator: i am not airob || First Published: 11/22/2009 || Players: 2 || Size: 24x18
| Categories: B-Rank, Mixed Base, Standard | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| 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. |
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