Creator: frostylight || First Published: 11/17/2005 || Players: 2 || Size: 30x20
Categories: None
Rating: 9.17 in 23 ratings
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Comments:
famfat (11/26/2005 05:32pm):
no correction of first turn adv,why?
DrunkenSniper (02/17/2006 04:12am):
Well, it's not easy to correct in this case, IMO.
Unless you put one neutral base on the first islands, one of which for player 2.

Otherwise, 8/10 ^_^;;
Bilestoad (05/05/2006 11:58am):
I don't like the friendly cities on the main 'C' island or else Sensei is a possible ban, although
his bar shouldn't fill up in time to really take advantage. Looks really good.

The Republic (11/13/2006 12:12pm):
This map is excellent. 10/10
frostylight (12/06/2011 12:06pm):
Corrections and Additions:
- AB infantry within 1 turn of base, BM infantry within 2 turns of base.
- Opposing Piperunners to delay capture of the airport and a second
base.
- Com Towers placed in an open area.
- More ports added, one with a "Ghost Unit" (You can repair here, but cannot buy anything)
- Lab property on the island, mountains to separate cities. Players can grab 2 each, or try to
get all 4.
- Reefs strategically placed so 6MP landers cannot reach main island in 1 turn (7MP
blackboats can, however).

Might be a great idea to make BlackBoats a "Lab" unit (You could produce blackboats only
after capturing the island lab property)
walkerboh01 (12/06/2011 07:25pm):
Lots of asymmetry. I don't know if it was intended or not, but it makes the balance of the map
much less certain. Most noticeably, BM has a definite advantage getting to the cities on the
left strip of land.

For a HF map, you need to have 0 starting funds. HQs should be turned into labs and all
bases should be neutral. 4 bases seems a lot to me also, especially with almost no land
areas to fight over. Anyways, you should predeploy an even # of infantry (2 or 4 per
country).
blanci1 (03/31/2015 02:09pm | Edited: 04/05/2015 06:25am):
Amazing and fun to play though difficult choices to make as there are many potentially good plans one might
try. Intuition and strategical thinking must reign over brute force calculation here.
My game is fog with random weather powers off, normal funding. Also didnt bother with lab units enabling
fairly early naval transports.
Excellent test.

Unsurprised by the incredibly high number of players who rated this highly... No doubt after playing.
Could be the best rated map at awbw!? Presently 9.17 in 23 ratings.

blanci1 (04/03/2015 06:44am):
Improvements,.....

It might have been more symmetrical but with such high asymmetry in actual gameplay deployment that it was
negligible problem in my game. However a fully symetrised version would be good just in case. Perhaps a
remake might be good since frosty is probly not around.
Also a couple
of very small islands on halfway axis in lake with goodies may also be nice. More importantly why not speed
up proceedings and preown the centre factory and just use one FTA infantry counter. Also it might be better
with HQ central on mainland where it will be more exposed! In my game there was totally nothing happening in
centre of map. All action happens at left and right ends. However there is zero hope of grabbing the HQ in
present location since that island gets full up of stuff from the 2bases waiting to be transported.



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