Creator: Ultra Storm || First Published: 12/14/2005 || Players: 8 || Size: 29x29

























































































































































































































































Categories: None | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
Ultra Storm (12/14/2005 02:52pm | Edited: 11/16/2008 10:12am):
This map works well both with teams and without teams. The center area doesn't have pipe seams because they would unbalance the map. |
Nyvelion (01/18/2006 06:58pm | Edited: 06/13/2012 04:51pm):
Unique concept there. I'd like to try this map. |
Ghengis_Flan (04/01/2006 04:38pm):
Wow. This is one map that I would like to play on. You've made the symmetry work, and having to defend your base and try to capture others is a good idea. In my opinion, it would work well as a 2v2v2v2 map. 8/10 |
Maraj (04/04/2006 05:26pm):
Pwn on a stick! Interesting strategy needed. Also, it looks pretty. |
jhuni (05/12/2006 05:01pm | Edited: 11/25/2006 05:40pm):
I like this map. (probably because I had won a few games on it way back when) |
Shaky_Alliance01 (05/27/2006 04:27pm):
Hmm... Grit would work well here, and HFA (home field advantage) for where everyone's HQ is. Other then that, it's good. 9/10. |
AdvanceBurns37 (07/04/2006 03:02pm):
Good Map! I wouldnt want to play on it though cause its chaos in the 2nd day lol! 9/10 |
Kody (11/09/2006 05:56am):
Don't forget to ban Colin, he can build more units than other Co's (Even though their weaker). This looks interesting! |
Yo_Yo_Cheese (12/19/2006 09:45am):
I'm trying this baby out. Looks fun. |
isuck (07/01/2007 01:05am):
FTA!!!!!!!!!!! |
DuelStriker (07/16/2007 09:05am):
This so cool... |
pheonix4720 (07/21/2007 06:50pm):
This is actually a really innovative design! I wish I'd though of something like this... Im so definetly joining! |
lindsay40k (08/02/2007 04:59pm):
Possible last player's advantage for seeing where everybody's initial forces are deployed? Course, come turn 2... |
lindsay40k (08/02/2007 05:53pm):
There seems to be a statistical advantage for the corner players, I suppose this is because they have one less flank to protect and their greater ability to use indirect attacks to intervene in the centre does not offset this disadvantage. What if the arena were extended 2 or 3 spaces in all 4 directions, and the BM, GS, BD and GE areas moved to touch the new border? (The rest of the new space created should probably be neutral - sea or whatever.) That'll give them some protection from whoever gains control of the centre. |
Genius (10/09/2007 10:53am):
Corner players have 2 flanks to defend just like everybody else. |
Diabl0658 (11/25/2007 02:28am):
There is no LTA, the first player can choose to skip his first turn and wait until day 2 to build anything as if he was the last player with twice the starting cash |
DuelStriker (01/07/2008 04:22pm):
Skipping a turn like that would be a pretty dumb idea, really. |
lindsay40k (05/12/2008 08:25pm):
Corner players have 2 flanks to defend - but middle players have three flanks to defend. |
CO_Raven (09/28/2008 04:31am):
That could be balanced somewhat out by making the first 4 players the edges and the last 4 the corners. |
tudi (09/28/2008 09:50am):
on this game i thing is miss de skills of the chars in dual strike |
CaLeX (10/23/2008 05:11am):
@lindsay no the middle area has no Broken pipe's |
Kruegster (02/06/2009 08:41pm):
FTA lol. I feel bad for AB. As the last player, on day 2 every player could move the infantry next to AB's bases. This would block AB from moving units through most of "his" area. The last two or three players are at a disadvantage; it may help if the last three players had an infantry on their HQs. |
Ultra Super Duper Noob (03/04/2009 08:57pm | Edited: 03/08/2009 12:51pm):
if BM was Sami, and the game was on fog, BM almost automatically gets the center base for a turn by turn 3, since only OS will be able to attack the infantry BM sends. but by that time, with Sami, only 5 cap will be left, so the middle base is assured for a turn. of course, the other teams will take em off and take it. but even still, BM with Sami at 1000 funds is automatic middle base yup, then i noticed that OS can block BM's infantry... nvm |
Varker (07/06/2009 01:10pm):
you could move the bases in the middle a bit, that way no player can reach the base in there until 3rd turn @ Ultra super duper noob, BM would not be able to reach and conquer the mid in 3 turns, OS can block the infantry, yes, but also GS GE and BD would attack that unit as soon as they see the infantry in the base, everything that happens in the middle is about counter, attack someone and they'll counter as well as other close players if they think it's a good chance |
Armageddon07 (07/23/2009 01:20pm):
isuck (07/01/2007 01:05am): FTA!!!!!!!!!!! |
Tyrantboy (10/20/2009 12:46pm | Edited: 01/30/2011 01:35am):
good map one of my favourites |
Erniewan (11/16/2009 07:51pm):
Takes a long time to play, and people will idle out, giving whoever's adjacent to them an advantage. Still, one of the most strategic, enjoyable maps I've played yet. |
Garlyle (01/07/2010 09:26pm):
Umm... it would be great, but it appears that whoever obtains the center could win a sheer war of attrition. Unless another player is Grit and has a charged up CO power, it would be impossible to hit a unit within the very center of the map from the outside. The problem that this causes can result in a permanent, unwinnable standoff. Other than that this map is awesome. |
zaykho (06/17/2012 08:36am):
Very good, original and strategic. Give a 9/10. :p |
pen (06/25/2012 11:29pm):
@Garlyle Actually no, the center is the only cut-off area. All the others have pipe seams. |
jfish (08/18/2012 12:57pm):
um sry for being stupid but idk how this works. i have tons of experience on advance wars but i just made an account here today |
Charleslie (10/13/2012 12:32am | Edited: 11/27/2012 11:48pm):
If someone gets a monopoly on the center, they cannot lose. The base at the dead center of the map cannot be reached by rockets. I give it a 9 though, because it is real fun to play on. EDIT: I forgot about HQ capture, duh. |
flutterguy1 (03/06/2013 02:09am):
this map is amazing |
Madd Maxx (04/08/2013 02:44pm):
i really don't like the first turn advantage. I also don';t like how there aren't airports. I think the map should be bigger, factories more spaced out and maybe a airport between each factory to fight for or something. Why not make it interesting and have sea as a border with a 1 seaport on each section? I also don't like if you own the middle you for sure win the game. I think tehre should be a way to retake the properties. I understand why no seams because the corner players have a disadvantage. Why not make the pipes water instead? make the seems bridges, sea border like I said, then alter the middle border shape so corners arent a disadvantage. Put a small island in the middle of the "lake" with a tower or something? Jsut some ideas that I think would improve thge map. I really like conceptual maps like this. I'll give it 3/10. Ill give it 7/10 if fta is fixed. |
Headphone (04/27/2013 02:16pm):
How the hell was this categorized, we need to up our standards. |
Nyvelion (10/12/2013 10:29pm):
Standards? There were standards? I saw what can make it into the A-Rank maps lately... |
mirddes (11/12/2013 09:29pm):
NEEDS PIPERUNNERS; ON THE PIPES |
matt208 (04/01/2014 09:21pm):
I think the bases for enemies should be 1 more away from the hq |
pen (08/08/2014 07:28pm):
Yeah, Nyvelion is right. There are a lot of shitty Historical/Geographical maps. |
Nyvelion (08/08/2014 08:51pm):
Proof: http://awbw.amarriner.com/prevmaps.php?maps_id=34833 |
pen (08/09/2014 04:07am | Edited: 08/09/2014 04:09am):
There are even two middle earth maps there. It's like they put grizly-sword in charge of deciding which maps go into there. Some the maps in that section are absolute gold, but when I think of poorly designed maps, I immediately think of the historical/geographical section. |
IPS (01/18/2015 06:28pm):
I'm seing that hiachi can set piperunners at one of the 4 pipes cross so being capable to set a pipe runner in a place where direct units can't atack it at all. Considering that he CAN build units from cities with his SCOP consider this a fact that should be countered with a kind of terrain that prevents this. |
a9977321 (02/23/2017 06:42am):
To IPS You need to ban Hachi in that case. Also by controling the centre you're given the choice of rocket- some factories. They can't be dealt with with direct units as well. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.