Creator: Xmo6 || First Published: 01/23/2015 || Players: 2 || Size: 25x21
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Xmo5 (01/23/2015 05:24pm | Edited: 01/23/2015 05:25pm):
Disclaimer- I know absolutely nothing about either the books or TV series; the name just
worked because I had RF and CI as the teams. No franchises were harmed in the making of
this map.

Now, that said, I totally ripped this map style off of Everdan's "Water in the Pipes"

http://awbw.amarriner.com/prevmaps.php?maps_id=65949

The more I look at it the more I think that maybe I should have made the 2v1 setup favor
the HQ attacking side because I'm worried a base trade would stalemate. On second thought,
if I open things up for the base with the counter to have better access to the pipe seams
meant for the other starting base, it might not be so 2v1. Yeah I actually really like
that idea, but lets see what other people think.

Lastly, I made this map very haphazardly and as a result I might have missed some symmetry
errors. Please point them out if I did!
Xmo6 (01/23/2015 10:32pm):
Okay I'm torn between two options that are functionally very similar, but I'm debating which looks
better.

Mountains: http://postimg.org/image/evedde5rf/
or
Pipes: http://postimg.org/image/jci1tq71n/

You can also see some more functional changes I made in the middle, but I think I'm going to stick
with those.
walkerboh01 (01/24/2015 03:26am):
I personally liked the mountains better.

This map is interesting though because it will develop one way until players break the pipes, at
which point I can see the fronts shifting pretty considerably. The 2v1 will develop nicely, but
there's a pretty good support route from the central base, too. That's enough that I doubt there
will ever really be a base trade.

I don't see much I dislike other than maaaybe the potential chokiness of the fronts. You could
spare to remove the second pipe/river section and instead shift a couple mountains down into
the open space to break it up, and that might be a little better for gameplay. But I'd at least test
this version first, because it could work just fine as is.
Xmo5 (01/24/2015 11:25am):
Yeah I made it much easier for the center base to support when I made my edits so hopefully
that shouldn't be an issue anymore. I was a little concerned about it being too chokey but I
wasn't happy (aesthetically) with any of the fixes so I left it as-is for the time being. I guess test
games will make it obvious if I should mess with it a bit.
Xmo5 (03/10/2015 08:52am | Edited: 03/10/2015 08:53am):
Made some significant edits, primarily to the base/HQ position. Play testing made it clear
that the pipes were not worth breaking, the towers were too contested, and the center felt
dead and wasted. The shifted base/HQ positions should hopefully make pipe-breaking more
attractive by providing a more direct path towards the enemy HQ. It also solves the
contested tower problem. Central river crossings are chokey and hard to access, but should
hopefully add some interest to that area before the seams are broken.

Funding was dropped as well and a separate island, accessible only by t-copter was added
with an additional 3k. Water was expanded in the corners/top/bottom and predeployed
landers were added as the primary mechanic for front switching due to the heavy terrain
between the pre-owned bases. More playtesting to come.



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