Creator: CO-Dani || First Published: 03/17/2013 || Players: 14 || Size: 40x40
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| Comments: |
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CO-Dani (03/17/2013 11:58am | Edited: 03/18/2013 05:05pm):
A map for zombles with. . Not a ton of zombles? This is obviously a team map vs GS, Lab units should be everything you want in the game minus infantry and mechs. GS should be Sensei or at least have Sensei as part of the team. The map is designed so resources are random, don't hog too much outside of your area/the middle in your capture adventures as having 50 factories is nice. . Except for when you have no cash. So let everyone get a piece of factory goodness. Why is there only one Mech unit in the back? Simple: There's 3 factories back there for you to build mechs with and its a way to keep zombies from breaking through too early. The area is building-heavy so Sensei can cap and then power to drop a bunch of units in the main entrance area. . Kinda like the whole zombie movie thing where if one zombie gets in a million seem to magically appear. Edit; I added lots of Zombies. Edit 2: I added a few more mechs, just because. It's easy to bottleneck so I've made it so there are plenty of points around for zombies to actually break through. So you may be able to bottleneck 1-2 spots.. but can you bottleneck all of them? |
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systericon (03/19/2013 05:04am):
there is one big problem with the HQ's if sensei cap one of them he will also get the lab of that player so he will be able to buy all the other awsome units |
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CO-Dani (03/20/2013 02:32am):
True. Guess that means it would be an instant game over if any one player loses their HQ. |
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systericon (03/20/2013 01:43pm):
just replace all HQs with normal cities this will reduce the players income by 1000 but i think thats the better deal |
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Ignorance (03/27/2013 01:23pm | Edited: 03/27/2013 01:27pm):
Also, with the zombie's HQ, if they're sensei, won't he spawn an infantry on it and capture all of the labs? Even with the AA's there, I'm sure a few mech spawns will slowly kill them. Also with what Pen said, at least move CI's, GE's and BD's HQs back a few squares, they're quite close to the pipe steams and they're even closer than the bases in the case of BD. |
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the hawke (03/29/2013 02:02pm | Edited: 03/29/2013 02:19pm):
is there a reason why teel galaxy(ir whatever that blue green army to the left middlish sides) tanks turn out to be artillery in the actuall game? and the apc a recon. You obviously made some changes to the map as the model version teel galaxy and orange star were neighbors, but now, tell galaxy has double the fundage and hqs. There is no orange star at all now. |
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CO-Dani (04/05/2013 03:03pm):
Weird. I have a game going on the match and OS is there just fine. . and TG has tanks and an APC. Very strange. I'm not sure what could cause OS to vanish or for TG's units to magically become other units. |
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manga_fanatic (06/06/2013 01:40am):
The players probably changed their country before the game started. |
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demoninnvolt (11/19/2013 09:46pm):
I played a game on this map and BDs spot was never filled, but I was able to start the game anyway. I also saw on another game for this map that JSs spot wasn't filled. Why did this happen? |
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Charleslie (12/17/2013 07:33pm):
Ain't nobody got time for dem zombies. |
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mirddes (12/18/2013 08:24am):
why no piperunners on the outermost pipes? |
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Nyvelion (02/13/2014 10:28am):
Because this is saved as a 13 player map rather than 14. That is what happens when you use labs. |
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matt208 (03/15/2014 08:20pm):
pink and, uh, white, dont have to worry about anything until gs gets really close |
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Nyvelion (09/02/2014 03:21pm):
White typically doesn't have to worry about anything. |
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GottaGoFast (12/05/2015 02:11am):
I have an idea Put some infantry on the labs, one for each country. (and put GS's HQ in a different place) That way, when a country's HQ gets captured, and a lab comes under GS's control, another country can just recapture the lab, and GS will lose access to the non-infantry/mech units. |
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a9977321 (02/04/2016 12:03pm):
Sounds good, doesn't it? |
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SourPatchAdult (07/13/2017 06:43pm):
I think the map is glitched. Every game running on it currently only allows 13 players, however there are 14 HQs in the game. Every game has one player missing, however their HQs and properties of the unfilled country are still there and active. Anyone know what is causing this to occur? |
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SourPatchAdult (07/13/2017 07:19pm | Edited: 07/13/2017 07:19pm):
Double post |
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SourPatchAdult (07/13/2017 07:19pm):
I think the map is glitched. Every game running on it currently only allows 13 players, however there are 14 HQs in the game. Every game has one player missing, however their HQs and properties of the unfilled country are still there and active. Anyone know what is causing this to occur? |
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SourPatchAdult (07/13/2017 07:19pm):
I think the map is glitched. Every game running on it currently only allows 13 players, however there are 14 HQs in the game. Every game has one player missing, however their HQs and properties of the unfilled country are still there and active. Anyone know what is causing this to occur? |
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SourPatchAdult (07/13/2017 07:21pm):
Alright, clearly the map isn't the only bugged thing about awbw, as you can probably tell by the mass post duplicates here. |
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SkankHunt42 (07/16/2017 02:00pm):
I think the map is glitched. Every game running on it currently only allows 13 players, however there are 14 HQs in the game. Every game has one player missing, however their HQs and properties of the unfilled country are still there and active. Anyone know what is causing this to occur? |
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Kais93 (09/24/2017 07:50pm):
A game is going to start this week, let's see if the glitch is still a problem. |
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cldtw (10/25/2017 11:22pm):
我只想知道什么时候开局 |
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cldtw (10/25/2017 11:43pm):
我只想知道什么时候开局 |
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ichbinsehselber (11/19/2017 01:40pm):
This map should be rebalanced to give the zombies a better chance. There are only 2 spots where the zombies have a realistic chance to break through. East and south. Perhaps creating at least some double pipeseams or something would be needed. But probably even bigger buff for zombies. |
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Misshatsunedaria (04/14/2020 12:35am | Edited: 04/14/2020 12:39am):
I have completed Avance Wars 1 but It is my first time in this site, Idk if this map is opened to join everyone who wants or does it need a password? I found it said password, but I gave it enter without it and I wish to play |
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mrbananas (03/15/2021 03:56pm):
Currently the only way to defeat the zombies is to kill every single one while capping every city to prevent more from spawning. This seems kinda tendious. Placing the zombie hq some place where it can be capped would be nicer, if the humans can actually get an army outside the perimeter and cap it they could probably kill all the zombies too, it's just going to take them 20 more days at that point. |
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mrbananas (03/20/2021 12:07pm):
After finishing a match I can say that victory for either side is a tedious process. Moving 500 zombies is about as boring as trying to purge all 500 zombies. Suggestions : move all the H.Q.s to the very edge of the pipe seems. Instead of having to move 500 zombies across the map to the middle, they just have to breach a sort distance to cap and win. In order for the humans to win the zombie hq should be located somewhere that the humans can reach and cap in about 10 or 15 days before the zombies grow bored. To stop the zombies from making lab units, the aa guns by the labs should be replaced with infantry who can recap lost labs, zombies might get two turns to make lab units but that shouldn't be too bad. Lastly, ban the mega tank. Sensi mechs can't do anything to get past one sitting on a base in front of a seem. They heal more than a mech can deal. Also it might be fun to give sensi a few airports that can only build t copters to represent airborne virus spread. Maybe even B copters as a lab unit as a little reward during the 2 turns after caping an H.Q. Something needs to be done so victory can happen within 15 turns for either side without depending upon dropouts |
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Creepus2003 (09/15/2021 04:59pm):
yall complaining about senseis hq letting him spawn a mech but, theres a thing called COVERING IT. if you cover it with an antiair then a mech/infantry wont spawn there. |
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Nemo86 (05/02/2022 12:25pm):
Another options is to do tag and have only teir 4 + sami as one pick and then let them pick whatever for the next CO. I'd also recomend a day limit of 30-60 days. |
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Niiue (02/04/2024 03:48pm | Edited: 02/13/2024 05:47pm):
My only real complaint is that trying to break through a medium tank unit on a city with sensei feels near impossible, as the MD tank only takes two damage from a Sensei mech… which is instantly healed from being there. As such the choke points end up devolving heavily into “slight resource drain” |
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ViridisViperz (03/27/2024 10:34pm):
too many zombies, I honestly feel bad for the zombie player. |
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Ziugy (05/18/2024 06:56pm):
I think giving the zombies 2-4 comm towers should help make the zombies a lot more of a threat OR make some of the pipe seams on the outside double wide. Allows for less infantry walling on plains or lower. Having some pipe sections with a city is useful in the case a single player has to hold multiple wall sections. Zombie's hq should be in the bottom middle; outside for the for the "human" side to have a shot at ending the game earlier. Overall this map drags on for quite some time. Especially if you have leavers and need to reclaim sections of pipe (which has been more fun than trying to collect forces to fight outside the wall.) |
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