Creator: a9977321 || First Published: 11/21/2015 || Players: 6 || Size: 40x40
Categories: None
Rating: 0 in 0 ratings
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Comments:
a9977321 (11/21/2015 10:11am | Edited: 12/04/2015 11:57am):
I am inspired to make this map after I see the map Star War Episode 1....... This map
originates from the Starcraft Scenario map "Race of Death", where you race with vultures
on a track full of Protoss enemies( zealots & dragons).
I made lots of changes and now only the concept is the same.


Rules in brief
Goal: getting most points in this 5-lap race by killing host forces(everything of RF except
piperunners & mega tanks) and passing destination checkpoints.
Race & Crash: You start from the top-left checkpoint(1) and move in clock direction. After
you crash, build only one tank in the center factory, go back to the previous visited
checkpoint through given exit, and continue the race.
Checkpoints &Pit: You can get supply in checkpoints. You get points when passing
destination checkpoints. Your APC s can only stay on RF cities in the checkpoints.
You can get repaired and supply in the Pit.
Obstacles: RF mechs & artilleries will attack you every time they can. They will never
completely block the whole racing track(plain & roads). They will always attack the
nearest target(When multiple targets available, they will attack players who move first)
from the outer part of the track if multiple positions available for attacking the target.
Special events: RF will hold special events to make the race more interesting.
a9977321 (11/21/2015 10:28am | Edited: 11/24/2015 08:37am):
Part 1 General
There are 5 racers and 1 host(RF). Racers are supposed to be allies in the settings,
though they compete for victory. You start from the top-left, and move in a clock
direction. The race ends after 5 laps. The racer
with most points is victorious. As you move from one checkpoint(Square made up of RF
cities & silos) to another,
dodging/suffering from the attack from the host force(artilleries & mechs), you receive
points when you reach a
destination checkpoint or by killing RF forces within the racing field(artilleries on the pipe
give you points as well). The race ends when the first
racer finishes the 5th lap, and the racer with the most points becomes victorious.


Map settings: CO ban: Sensei & Hachi I don't have ways to deal with their ability of
summoning units from their cities.
FOW: off
Weather: Clear
All units except tanks should be set as lab units.
a9977321 (11/21/2015 10:48am | Edited: 11/25/2015 05:51am):
Part 2 Racing Car & Crashes
1. You get started from the top-left corner. You race with your tank. You may attack any
unit you can reach on the track. (Except for the mega tanks blocking the
factories)
Never attack Mega Tank as it is considered as breaking the rules.
2. When your tank is destroyed, RF player will remove the Mega tank from your base in
the Pit. You should build a tank as a new racing car. RF player will also remove a mega
tank blocking the exit, depending on your last-visited checkpoint. The mega tank will
move back after you depart again.
You can only have 1 racing car on the track at the same time. Then
you should go to the last checkpoint you've visited, and continue your race.
You've got 2 extra free racing cars. If you crash more than twice, you lose 30
points for each racing car you lose. Your point will always be deducted unless there're no
points to deduct.

Note: Rules never force you to move in clock direction. You can move in counterclock
direction if you want, though it is always much farther.

You can delete your racing car if you want. It will be treated as a normal crash.

If your last checkpoint is the top or the top-right one, you should use the top exit.
If your last checkpoint is the bottom-right one, you should use the right exit.
If your last checkpoint is the bottom or the bottom-left, you should use the bottom exit.
If your last checkpoint is the left or the top-left one, you should use the left exit.
You must not use the wrong exits when multiple exits are open when there are multiple
crashes.
a9977321 (11/21/2015 11:28am | Edited: 11/25/2015 05:52am):
Part3 Checkpoints & Pit Area
Checkpoints are areas made up of RF cities & silos. You get points when reaching the
destination checkpoint. Your APCs are used to resupply your tank, but they're only
allowed to stay on RF cities in the checkpoints. You may move your APCs around on RF
cities to maximize the efficiency if you want.

The pit area is your city & black boats in the middle where you can repair & supply your
tanks. Mega tanks there are used to block your factory & exits when they should not be
used. So
do not attack them and never build new tanks while your old tank is still working.

Your racing car will not get attacked in the checkpoint unless you attack the host forces
first.

a9977321 (11/21/2015 11:52am | Edited: 11/28/2015 10:39am):
Part4 Job of the host(RF player)
RF will be Colin so that racers will receive less damage. He will not use cop/scop.
1. Control the host forces( Mechs & Artilleries & special events).
Explode the 6 black bombs on the pipe/mountains to weaken artilleries. Do not explode
the bomb on the top-left.
Dive all subs.
Rules:(1)moving orders: Mechs & Artilleries take their turns to act in clock direction from
the start point. If there are two units in the same line, the unit in the outter part of the
track moves first.
(2) Attack the nearest target within the attack range. If there are two qualified
targets or more, attack those who takes his turn earlier( FTA counter). If there are two or
more places to attack from, choose the one which is closer to the track border.
(3) Never block the track completely in usal cases(In some special events the race track
can be blocked by special units, yet mechs & artilleries should not block the racing track
completely.
Note: Woods are not considered to be part of the track, though racers can move there
and attack host forces resting there. So according to this rule, mechs on the top-left track
can move freely as long as they do not block the roads completely. That is same for the
mechs on the right part of the track. For mechs in the upper-left and bottom-right things
are diferent. They can only move on woods.
(4) Organize special events
3. Record racers' points and broadcast daily. Punish those rule breakers(Warning /HQ
Capture). Move the Mega Tanks when there are crashes. When game comes to the end,
capture everyone's HQ except winner's, and
then resign.
4. Never get booted (IMPORTANT)
a9977321 (11/21/2015 11:58am | Edited: 11/24/2015 09:29am):
Part 5 Points
Points are related to your victory. There are two ways to get points: Receiving points
when you arrive at the destination checkpoint & destroying Host Force on the track.

You get 30 pts when you arrive at the destination checkpoint. You receive another 60
when you complete 1 lap. For being the champion of the race you receive 50 pts. You
will still receive points after someone finishes the race but before RF's turn.

You can also get points by DESTROYing RF units on the track. Remember that APCs,
infantries can also be destroyed as long as they're within your reach, and you can also
get points by doing so. The points you get from destroying RF units=value/1000.
Note: Only the racer who makes the last hit takes the point.
a9977321 (11/21/2015 12:02pm | Edited: 11/25/2015 03:13am):
Part 6 Special events
When certain requirements are met(examples: the leader finishs the first lap), RF can do
something to stir the match. (e.g. Launch a missile at the player ranking second)

Special events will be started after RF finishes ordering the host forces.
Current Event list:
Leader finishes the 1st lap------Hooligans' Protest
Messages: Several groups of hooligans blocked the racing track to protest. You do not
need to show them mercy.
Effect: RF will move many infantries on the track to the middle of the track.
The move is done in certain orders.


Leader reaches the bottom-right checkpoint in 3rd Lap------Explosions
Messages: We just received news that some hooligans exploded some blockades on the
track. And suspects are already neutralized. Yet, we don't have any substitute
blockades......
Effect: RF player delete 1 APC in the bottom-right on each line.



Leader reaches the bottom-left checkpoint in 3rd lap------Bomb threat
Messages: We heard the news that a terrorist managed to place a bomb on the track.
Racers, please be careful.
Effect: RF moves the black bomb to the middle of the track. When a racer on the track
get in its movement range, move the black bomb to his side and explode it.



Leader reaches the top-right checkpoint in the 3rd lap------APC traffic jams
Messages: We're informed that a group of APCs were crossing the track. Watch out,
racers.
Effect: RF moves the 9 APCs on the right to the middle of the track.

Leader reaches the bottom checkpoint in 4th lap------Extra blockades
Messages: We intended to fix the blockades at the bottom-right with something much
harder to destroy. But the careless worker made it on the bottom-left port. We believe the
minor changes in the position will not bother you racers, right?
Effect: RF builds a submarine on the port, submerges it in the next turn.

Leader reaches the bottom-left checkpoint in 4th lap------Criminal Escape
Mesages: Emergency! We received the news that a couple of dangerous criminals had
broken out from a nearby prison. Good news is that they're injured
when breaking out.
Effect: Launch a missile on the APC beside the helicopters to damage them. Get copters
out onto the middle of the track, and RF can order the copters just like he did with those
mechs......



If you have new ideas, tell me in the comment.
a9977321 (11/21/2015 12:06pm):
I need more suggestions to make improvements before running a test game. If you have
some good ideas, just comment......
a9977321 (11/22/2015 08:02pm | Edited: 11/25/2015 03:15am):
There are some problems with the fuel supply, and I will make some changes to fix it.



I changed the map as the original one had problems with fueling. I do think this version is
more playable. I'll talk about the strategies later.




Don't ask me about the piperunners. They're the products of some abandoned plans, So
they're here currently for decoration. But they do influence the scop of Rachel, Sturm and
Von Bolt.
a9977321 (11/25/2015 03:27am | Edited: 11/25/2015 03:33am):
Strategies:
I think Kanbei is No.1 CO for this race. HP draining COs will benefit everyone. Superior
fire power works well against RF forces. Movement bonus may give you chance to
overtake your fellow racers.

Though there're strong counters, OS has great advantages in the first lap. There are
always ways to dodge RF attacks( except the top-right part of the track). So it may be
good to rearrange mechs by getting hit, and special events are designed for this purpose.

Racers may cooperate to eliminate most RF host forces by repairing or crashing for
many times, but a track without RF forces surely benefits moving ahead, and only the
racer makes the last hit gets the points...... Anyhow, special events may force you to face
some enemies.
Haxxson (11/25/2015 03:48am):
With the pit in the center you can have exits into each of the checkpoints so that racers can get back
to the last checkpoint they got to without losing as a ridiculous amount of time.
a9977321 (11/25/2015 05:27am):
OK I will try to deal with it......
a9977321 (12/16/2015 11:14am | Edited: 12/16/2015 11:17am):
i THINK points come from being the leader, rather than destroying more mechs.......
InfernusMachine (02/03/2016 09:42am):
After playing on your test game, i have some suggestions too :)
I believe that it is too dangerous XD ofc i played really bad, but even playing well it's too dangerous
to the players. It's the game of death, yeah, but i believe that giving a bit more of power to the
racers is a good thing :) so they can think of attacking on all the track and not only in the beginning
and after that just running :)

Suggestions:
1) Having towers. Maybe blocked for the racers to conquer when doing something good of
exchanging them for points :)
2) Anti Air instead of Tanks (better attack but worse defense XD)
a9977321 (03/28/2016 12:38pm):
Thanks for advice. Some changes can be made to beta version while I will make a v0.2.
a9977321 (03/23/2017 03:43am):
Well, I guess the map wll remain being so until the 1333 problem is fixed.
I should make a new version instead.



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