Creator: HyperSea || First Published: 01/15/2016 || Players: 2 || Size: 20x20
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Xmo5 (01/15/2016 11:09am):
The neutral bases are very contested here- I highly recommend moving them to a safer
location such that neither player can possibly interrupt the other from capturing the one
that belongs to them. I might suggest giving each player a predeployed bboat or lander and
then putting the base on the corner islands, potentially switching it with either the city
adjacent the mountains, or at least somewhere around there. the predeployed lander could
even be used for transport, though it wouldn't be necessary.

Other than that, this is good. This is very good indeed. I'm adding this to New for now,
but this definitely has A-rank potential with a good neutral base fix. After that I can
look at it more in-depth- just PM me if you make edits and it doesn't look like I've come
back.
HyperSea (01/15/2016 09:02pm):
Thanks for the advice and your words regarding the map! I relocated the bases over to the islands as you
suggested and provided each side with a lander to start. If you notice any other issues with the neutral base or with
the lander position please do let me know.
Xmo5 (01/16/2016 12:36am | Edited: 01/16/2016 12:38am):
You could probably take out a few forests in the area just east of OS's southern base. I'd also
personally shift that mountain clump about 1 space north. (I mean, you could just add 1 or 2 on
the top of it and remove 1 or two on the bottom- you don't have to literally shift it or keep the
same shape etc.)

Doing that would make the path around the outside edge more viable, especially if you slid a
couple of the cities a bit more in that direction. There's already a natural tendency to support the
inside path, so giving that extra push for some action on the bottom would open up more
strategies and give the players more priorities to juggle. Makes for better gameplay :)

EDIT: I actually like the idea of having having a small, chokey (maybe 1-2 tile wide) path through the
mountains, in addition to the edit I suggested above. It won't be good for fighting through, but
depending on the way the battle goes, it could serve for faster reinforcement and more paths around
the enemy line.
HyperSea (02/01/2016 09:14pm):
I'm not quite sure what's going on, maybe it's due to the recent maintenance breaks, but I finally got around to
making the changes only to find out that the editor really doesn't want me to change the lower half of the map. It's
usually taken a few minutes to update the map page itself, but never before has it refused to update the edit page,
which has always displayed the map in its most current state. If you happen to visit this map before I can fix this
ignore what may appear to be horrible asymmetry and I'll message you when I get the real changes made for good.
Bamboozle (05/27/2016 05:49pm):
Might want to add an FTA counter.
walkerboh01 (12/18/2017 03:58am):
It would also be a good idea to shift the city distribution slightly so that the quicker captures favor the base that
isn't responsible for the neutral base. This is a really good-looking map though. With some play-testing to dial in
the gameplay around the mountains, I think you could even be looking at an S-Rank.
HyperSea (12/26/2017 09:06pm):
Made some final changes today in response to walkerboh01's suggestions. Cities have been moved to better
support early captures by the other base.



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