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Comments: |
blozzee (07/14/2012 09:25am):
great..but I don't think having 2 towers each are necessary |
Dasherman (07/14/2012 04:16pm):
Javier rock on this map once he gets to them Com Towers. Even Grit can't touch him. So minus one Com Tower on each side, and this map would deserve a 9/10. Not 10/10 cause bases are too close to each other. Way to much indirect base-lockdown. |
Mori2 (07/14/2012 05:37pm):
Rockets can only lock down one base per side, which is honestly fine because of the way airob's handled it. Airport stuff is also very cool. Two towers is fine because it's fine. My only worry is whether vehicles will be able to get to the appropriate areas easily enough. |
airob (07/14/2012 06:42pm | Edited: 07/14/2012 06:43pm):
I guess this map would have Javier on broken tier. Remember every map has their tier list separatedly according to itīs design. The rocket locking thing must be tested to see if it really is game breaking. The fronts should hopefully take place at the start of the road area in the outside, so you will need to think some turns in advance what units you will produce from the piped bases. i need to test if the pipe units get out in time though. PS: i could always switch the lockable base with the city two spaces away of it. that should suffice. |
Meta Rexy (08/05/2012 01:11am):
Technically rockets can lock down BOTH bases... if placed properly... I think at least one base in the middle should be protected from indirect locks, though to be fair the only thing a locked base does is cause more and more infantry spam... |
airob (08/05/2012 03:02am):
I could break the pipe seams next to the seaports or try to rearrange some pipes and terrain so the HQ base has a harder time hoarding a mayority of the properties. |
EnolaAndy (04/02/2021 09:25pm):
This is the worst map I have tried to play a game on. I played standard, it's probably worse on HF. |
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