Creator: ramdalucksta7 || First Published: 06/06/2011 || Players: 2 || Size: 25x22
Categories: B-Rank, Standard
Rating: 9.00 in 1 rating
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Comments:
ramdalucksta7 (06/06/2011 01:29pm | Edited: 06/06/2011 04:08pm):
Recommended Unit Bans: T-copters and black bombs
CO Bans: Drake, Sami, Sturm

I was also considering making the neutral bases preowned instead of the current setup, but
decided against it. Any thoughts on that?

Also note that the OS infantry are ghost units that will go away when a game starts.
However, they will prevent units from being built from those central ports, which is the whole
idea.
Eligitine (06/07/2011 12:34pm):
Looks very nice, I think the two loops of roads should be joined in some way (different
tiles) and the CI infantry should be moved to the other base. 9/10
ramdalucksta7 (06/09/2011 08:24am):
Eh, the location of the CI infantry makes no difference. You can get to the port in an equal
amount of days from each base, and each base is responsible for capturing the same
amount of cities in the same amount of days. I could change it, but it would have zero effect
on the game.

And yeah, I did have them joined at first, but I thought the roads looked a bit better
aesthetically as they are now. However, aesthetics appeal differently to each person I
suppose, so it's really just a matter of personal taste.
ramdalucksta7 (06/22/2011 02:43pm | Edited: 07/15/2011 09:40am):
Ah dang it I need to take out the shoal next to the pipe! That should definitely not be
there... it changes the opening sequence very significantly.

Edit: And somehow the site managed to delete the black boat and artillery I had
predeployed. Doesn't quite work without them. Edited them back in too.
Meta Rexy (07/25/2018 06:16pm):
I don't see any OS infantry... I presume they were meant to be on the central ports beside
the HQs. But I doubt any battleships would be built from there when they can be artillery
locked...
Also, as it stands, the HQs seem vulnerable to B Copters.....



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