Creator: BamboozleIV || First Published: 03/05/2015 || Players: 2 || Size: 19x17
Categories: B-Rank, Live Play, Standard
Rating: 2.88 in 17 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Everdan (03/05/2015 11:31am):
I like the concept! centre looks slightly too congested for my liking - Lash is going to have a blast parking on all
those empty silos and cities, and you're probably going to get stalematey situations. Especially since the silo
and city are next to each other and guarded from one side by a mountain, so you might see more arties and
mechs than usual. I would lighten the terrain a little. (e.g. replace empty silos with plains/forest, perhaps remove
the mountain 2S of YC's HQ and the mountain 3S, 3W of YC's HQ.

Or if you like the congested centre, you could also uncramp the sides a little to make the map more dynamic,
for instance by removing the stretch of pipes and the adjacent mountains along the top and bottom. Just a gut
feeling.

An interesting dynamic you have here - the base next to pipes means you can potentially have piperunners. It's
not too big of a problem since the pipes are rather short but a piperunner could be a bit too powerful, especially
since it can park on the pipe net to the HQ which shields it from mostly any attack. Maybe move the base away
from the pipes so you don't get piperunners. Or if you want to keep that possibility, you should make any
potential piperunner more vulnerable, possibly by removing the two central river curves.

Overall I like the map, should be a nice change from the tank-oriented maps I've been seeing a lot of lately.
BamboozleIV (03/05/2015 09:40pm):
Thanks for the feedback, lightened up the terrain (specifically mountains) around the HQs and replaced some
of those silos in the center. As for piperunners, I think it would be cool to have them but at the same time I do
see how they can be overpowering -- I added some more seams for enemy indirects to potentially break, but
it's probably not very helpful lol. I'd rather wait for playtests as building a piperunner is a pretty big investment
and you'd have to leave your seams unbroken all the way up to that point, so tests should help illuminate the
best exact way to deal with them.
Le lieu tenant (02/01/2024 04:43pm):
great, just another map dominated by Kindle to please the ladder...
Femboy (02/10/2024 03:21pm):
Very stally map, too easy on LL to prefer a stall than anything else, maybe T2 and above can deal with the stall better
SonjaTheSuperior (02/10/2024 03:28pm):
Player above was getting out aggroed by a rachel (while playing kindle).
BeautifulGal2000 (05/02/2024 03:46am | Edited: 05/02/2024 04:17am):
A bit chokey. Maybe drags some.
Yolobamshemam (07/12/2024 03:09pm | Edited: 07/12/2024 03:10pm):
Map might be better as a 2 factory map or a 3 factory no airport? Getting rid of the central factories (and maybe putting the
airports there) could reduce how quickly the units tend to deathball in the center. Creates a boring game where it's just two
clumps of units moving around each other.
likegel (11/01/2024 12:50pm | Edited: 12/18/2024 05:54pm):
Chokey and A-Rank joke

Occupying the middle is equivalent to cutting off the supply line.

It's equivalent to winning
MontySigurdson (12/27/2024 04:40pm):
Moved to B-rank as the map looks to be rather one-dimensional - all the contested properties (and the HQs) are in the center so you're very likely to get a middle brawl every game.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.