Creator: funwes || First Published: 06/15/2011 || Players: 2 || Size: 21x29
Categories: B-Rank, Mixed Base, Standard
Rating: 9.00 in 3 ratings
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Comments:
funwes (06/15/2011 03:38pm | Edited: 06/15/2011 03:42pm):
For the love of the gods, ban Sami. Kindle and Sturm are good bans as well, considering
the middle. This would be difficult but playable in FOW. The thing is, you can only
advance so far on one front without being hailed on by rockets. But you can also distract
the rockets in the center as you attack on the side fronts. Make your choices wisely,
young ones...

Named after a fantastic post rock band that I've been enjoying lately. Constructive
comments please.
Headphone (06/15/2011 03:39pm):
Hello
Cereal Killer (06/15/2011 03:40pm):
CI wins obv. gg really
Eligitine (06/15/2011 05:54pm):
There is no CL HQ. So its...its...ITS..GHOST REEEEEEFS! Inta 10
walkerboh01 (06/16/2011 07:23am):
Wes: I just hope you realize that by saying "constructive comments please", you only
guaranteed to not get a single constructive comment haha.
Nyvelion (06/16/2011 10:38am):
CI can't win. Besides the ultimately useless pipecrawlers, all their units will run out of
fuel eventually, and there aren't enough of them to take down PL and RF, assuming they're
smart enough to constantly build from the base they start with and capture the base close
to them quickly. The cruisers are useless, and the carriers might be annoying due to
covering the airports but they don't have much room to run and will be overwhelmed eventually.

Although they start off with more units, I can't imagine CI actually winning this game,
even if this map wasn't meant to be 2 v 1.
Eligitine (06/16/2011 02:10pm | Edited: 06/16/2011 02:11pm):
THERE IS NO CI HQ
funwes (06/19/2011 12:48am):
No kidding, Walker. Though, of all people I sorta expected you too give criticism...
walkerboh01 (06/23/2011 10:37am):
Nah I only do that for good maps =p. Just kidding, I can give you some comments.

I'm not quite positive because I haven't seen how the map plays, but I have a feeling that the
isolated corner base is very screwed. There are 3 enemy bases around it plus an airport,
and I just can't see it holding out very long.

I personally think it would be more interesting if you moved the preowned bases (the one that
the PL infantry is on and the matching one for RF) back into the area with the piperunners,
and then switch the countries. So RF has a starting base in the NW, PL has one in the SE.
You'd have to do a little retooling of the terrain and properties (make it less choky mainly), but
I think it would make for a better fight =).
ichbinsehselber (06/23/2011 12:24pm):
I do not like the artillery in the center and I dislike the rocket even more. The rocket
makes all the center more or less non-contested forcing each player to attack the spy base
in the corner first. Remove those indirect units and the players have a choice: Attack in
the center or eliminate the spy base.

Are the ghost units only there to confuse noobs like me, or do they serve any purpose?
(7/10)
McLuvin (06/24/2011 06:02am):
This map has some pretty severe STA issues. PL gets to go first on 3 of its bases and RF only
gets to go first on one. What's more is that the base RF gets to go first from is among the least
important economically
funwes (07/18/2011 04:27pm):
Map edited. Center rocket/APC removed, bases moved around, slight terrain changes here and
there to open up the NW/SE just enough.
Azzaphox (07/19/2011 12:23pm):
The blue forces dissapear on start up since there is no blue HQ
pen (07/22/2011 06:05pm):
I'd like to see at least two more airports, but I guess that would be partially outweighed by the
competition for them. Time and effort are well considered, and the map seems playable..... 9
Robz (07/23/2011 02:57pm):
the center space could use another city. probably instead of any of the empty silo tiles. some
of the corner space (more specifically the area surrounding the water corner. seems pretty
useless. the corner bases will go straight up and down attacking their inmediate bases, and
launching an attack to the sides seems impractical since the other enemy base is far away
(unless you´re trying to take over the airport..which is also very risky and hard.) you should
probably add another bridge tile connecting the city in the middle of the river squares to their
enemy´s territory. it looks pretty chokey in there.
a com tower near the mountain sides could spice this map a bit too.
pen (07/25/2011 02:28pm):
uh, what that guy said too......




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