Creator: Puck! || First Published: 12/28/2010 || Players: 2 || Size: 20x20

















































Categories: B-Rank, Hall of Fame, Standard | ||
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Comments: |
Eligitine (12/28/2010 01:33pm):
Word of the wise, as bd go for the com tower your first turn, otherwise BH can get both. |
Divva (12/29/2010 05:30am):
not exactly, taking the comm tower is less important than taking the neutral base. |
Eligitine (12/29/2010 01:40pm | Edited: 12/29/2010 01:41pm):
unless you're Javier. ether way, +20 attack power really hurts. |
Divva (12/29/2010 11:41pm | Edited: 12/29/2010 11:48pm):
this is not a problem with the map, even on S-Rank maps you can also do this. however having two towers in early game can't give you a great advantage, instead, you will loss in funding, your opponent has more army, your pressure of defense become intense, and they don't have big trouble to take one or even two of your towers back. |
airob (12/30/2010 01:58pm | Edited: 12/30/2010 01:59pm):
actually, no. rushing for both bases sounds a wothy idea, since the neutral base is back there it won´t make much a difference to just capture it a turn later. HOWEVER, capturing the neutral base will actually help you rush the opponent to get your com tower, so you may either rush for the towers or go capture the base and let your opponent have both for about..4 more turns or so. the map is not bad, just a bit complicated. 10 btw. about the enemy having more funds and units, it is true, but it isn´t a big noticing advatange, and that is only, if this player stays in their area capturing and building units, but common sense on players will probably push them to protect the com towers from being captured. remember com towers are the reason you can 2HKO infantry on cities and mountains with other infantry, tanks on cities with other tanks, OHKO infantry on cities with artillery, tanks on roads with rockets, and so on. two towers are the reason javier can jump in a unit difference of 2 v 3 and win without problem. and so on. |
Puck! (12/31/2010 12:13am | Edited: 12/31/2010 01:30am):
I have run some tests on this game. it is extremely hard to keep both of the towers if u don't take the base first. though the neutral base is a back one, there are some properties around it, without them, it is hard to keep both towers even when you are javier imo. I think comm tower on this map shouldn't be the first priority to capture except you are Javier. The additional firepower is great, but I think funding is more important, 100% vehicles>120% infs anyway. besides, you can build recons at the one-base side to prevent your opponent to get the tower, while capturing cities on the other side. recons are great idea on this map. |
walkerboh01 (01/14/2011 01:21am):
Personally I love the way this map looks. It seems all your maps are very aesthetically pleasing and should play pretty well. Nothing but thumbs up here! |
blanci1 (04/18/2011 11:19pm | Edited: 10/20/2011 08:38am):
yeah....good looking map However we already have too many maps with contested racey comm towers. Move them to an interesting location ... for example on the forest right at bottom of map (and top) where the bb could be used to protect access ! ... the player would need to decide a best role for his bb.. more choices. EDIT:: Actually sorry.. i guess the comms should easily belong to the team with the base pair nearby... probly not so hard to hold onto. Also my suggestion to put comms at bottom would make them rather too safe being very near a base. |
walkerboh01 (02/02/2012 03:27am):
Very nice map. Fronts develop in interesting ways, movement through the center and being able to control those routes is absolutely vital, and copters play a huge role in games. I kind of wish the lander was more useful, but it's still a nice touch. Very well balanced, very good gameplay, and very much a 9/10 for me. |
Roswell the Black Rose (02/19/2012 03:09am):
This map can still be improved. one thing is the landers, my intention is adding a pair of contested cities and remove the bridge. which can create conflicts on the top and the bottom front. |
Mori2 (05/03/2012 11:03pm):
Great map overall, lander adds a nice punch. |
calderon456 (10/21/2012 03:48pm):
HOLAAAAA |
CharleMattimus (01/07/2014 06:36pm):
Really sweet map. |
Mori2 (05/01/2015 04:29pm | Edited: 05/01/2015 04:30pm):
Moved from Global League to Hall of Fame as of May 1st, 2015. http://isndev.omgforum.net/t805-may-1st-global-league-update |
æ™“æµ©å› (02/28/2018 10:30pm):
直接å·å®¶ |
Rock Golem (09/13/2021 02:50am | Edited: 07/12/2022 01:43am):
Great map, the lander is super useful for those who know how to use them. The choice between pushing center and gaining an economic lead is an interesting one, though I almost always pick economy myself. And the guy who said recons are great is right, build recons on both sides, your opponent will likely respond with a tank on one side, just go to the side without a tank when they do. They can also respond copter but if they do that and they aren't eagle, sensei, or grimm you probably just win if you go in. Edit here. One side, not both. 1 side recon is better. Both side recon is only good if your opponent is greedy. |
walkerboh01 (09/13/2021 04:11pm):
This map is in the Hall of Fame as one of the most influential standard competitive maps of its era (approx. 2011 - 2013). |
Rock Golem (01/11/2023 08:52pm):
I kinda miss the old version of the map. The new version is fun too, but....can't we just have both? |
Puck! (04/01/2023 12:51am):
@Rock Golem rolled back to the original version~. |
Rock Golem (06/19/2023 12:00am):
Okay cool, but uh, is the new version also a thing? What can I say they were both good maps |
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