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Comments: |
Sami-YXL (06/23/2019 09:16am):
This is a fog map.It is more suitable for FoW games. |
Koalission (09/26/2020 03:21am):
Hmmm, kinda looks like a tropical paradise.. for Koal |
SonjaTheSuperior (05/31/2021 08:39pm | Edited: 07/24/2021 06:36pm):
Looks a bit sparse on cities. Interested to see how it plays. Could be I misjudge the front lines. EDIT: Going to retract my above comments. Map plays very well, and things line up well due to front lines. Interesting kinds of strategies are enabled by the fact you have a more mech/inf heavy side and a vehicle heavy side on the other (backed by advanced airport). |
Dzedefiler (07/08/2021 05:58pm):
I don't like this map even in fog because it is essentially a base trade. One side will have the benefit of making a lander and have proximy with their ground units meanwhile the other side will receive ground support in some ages,, so all you basically have to do is play anti air on that side and you win the base trade. Because if you hold your side of your weaken base for a bit longer than the enemy you are able to steamroll ahead in the coming days,, this map is not about knowledge of the pieces but of the board. Which gives it a nice touch because most maps if not all try to be mirrored to avoid imbalances,, but i just don't like it because there are just a few maps like this. All the others are straight forward right into combat no terrain blockage and that stuff and i haven't get used to this kind of maps. But maybe i discover that this is my best kind of map? Only playing some more games in this kind of maps will tell. |
Legend2-3-8 (08/06/2021 05:30pm):
Look at the borders along the diagonal, all the cities are 6 tiles apart. I'm a younger competitive player, so maybe I don't understand the whole of the map design mechanics, but this map creates two clear fronts with no contended cities. Everyone understands that losing their COM tower is a great way to lose, so they make sure to defend it with plenty of units in range, and often indirects targeting it down too. This leads to a long stalemate of waiting for an opponent to take bait and challenge your line because the forests and cities along the diagonal make it easy to hold your share of properties. It feels like there needs to be contested properties to force at least a few interactions, otherwise every game here will naturally be very long. I would put two cities in the 2x2 square of shoal in the center right now. Maybe that's not the right positioning, but you get the idea. It's really easy to defend your fair share of cities in the fog on this map. |
Sami-YingXiangLi (08/26/2021 07:41pm | Edited: 08/26/2021 07:49pm):
Recently, some friends and I have discussed a lot about the current FoW map. We think that some new FoW maps are greatly affected by wyj. A fog map that is obviously not a wyj's type map, but has absorbed the contents of wyj's type maps in various places, which is not desirable.To put it bluntly, there are a lot of garbage fog maps appearing. We are many other types of FoW maps. For example Endeavouring, First Step Into Fog. wyj's type map has certainly played a role in advancing everyone's game thinking, but this year I actually feel that the map has a tendency to regress and stand still. For some other map designers and FoW players, this is a bad thing. For example, each tiles should have its own unique consideration, rather than copying the settings of the terrain near the corner base. Even the simplest balance of movement and vision between tank and recon. There are also deep thinking. The terrain setting from base to battle line is simple. You can use 1 forest + 5 roads or 2 grass + 4 roads. This is too simple. However, relative to the other corner of the base of the transfer then? When setting the terrain, you can’t consider the recon/tank to only move forward, but also consider its transfer between two firefighting areas or even three areas. What if the key road to and from is blocked by enemy units? How to balance the terrain used for army movement and army firefighting? Design similar wyj types of open fog map looks very simple, in fact, very difficult to apply it. This map is a typical example of the near perfect terrain setting in the open FoW map. |
ShiningForce4 (09/03/2021 03:20pm):
This map is terrible. Why bases are crammed in the corners baffle me. |
ZGamePlaceholder (06/23/2022 09:11am):
I'd rather have FrostNova :'( Sighhhhhhh... |
likegel (08/08/2022 09:25am | Edited: 09/29/2022 11:55am):
It is a good interpretation of "attack is the best defense" Using battleships and landing craft for defense will lose the advantage of the front line. How to choose? However, I will not choose this map game. If one side manufactures missile vehicles and battleships to defend the other side, it will torture the other side, and Sami's SCOP will easily end the game. Forget it. To put it bluntly, I just don't like maps with low fault tolerance. In addition, the experience of this map is really a nightmare, just like a pulp film, which can easily be taken by surprise |
Ise no Kami (09/15/2022 12:36am | Edited: 09/15/2022 06:25pm):
Love the way the two fronts are handled, particularly the one with each side’s respective HQ. Free Black Boat for getting infantry up their ASAP; supporting them with bigger guns is a 12000 investment. After finishing a match on here, changed my mind. This map is actually pretty poorly designed. The base corners are made to make sending any units to the front lines a several turn ordeal, and victory goes to the first person to realize they can copter rush the opponent’s bases to completely cut off reinforcements. Made all too easy because directs have no room to maneuver by their own bases, making it real easy for copters to dance around anti-air. The boat thing I initially liked is actually a major weakness, as it’s easy to completely cut off the opponent’s access to their own HQ by trapping a lander or black boat in the port: not only does this prevent the boat from ferrying units to the front lines, but the slower ground route is a single tile shoal that goes right through the port; trapping the boat blocks the land route too. I thought I liked this map because the front lines were interesting. The base sections, however, turned out to be a nightmare, where the map design itself shut down the defender’s counterplay. I may not be qualified to really rate most AWBW maps, but I can safely say that isn’t cool. |
likegel (09/29/2022 11:50am):
Reply to the last comment, To deal with the enemy's BCs, it is better to create more BCs of your own. In fog war, AA is hard to catch up with BC, and you can't know exactly how many BC the enemy has made. AA is over invested and easy to be crushed by tanks (there are many disputed cities in fog war, so it is easy to rely on the difference in the number of cities in the medium term to affect the war situation) The reason for the low fault tolerance of this map is not the suppression ability of the air force, but the low mobility of the ground forces. HQ is very close to the front line. It's hard for you to defend HQ well. Sami is completely T2 level. |
Unggoy Slaya (10/10/2022 01:20pm | Edited: 10/10/2022 02:12pm):
The map feels super stally, the fronts are kind of far away, and it feels easy to defend even the weak side once you build a lander. However mounting and sustaining an offense is kind of difficult. You just seem to run out of steam and can never quite cap the enemy HQ. With a 4,6 even 8K income advantage if you win the contested properties. Played two games where I got the income lead, but then couldn't break the defenses around the HQ and was repulsed back. Which just results in a stalemate as you try to build up a death ball but can never quite get enough to make it happen. |
Unggoy Slaya (10/10/2022 02:04pm):
A note to anyone playing on this map, AA's are really effective. They have a ton of excellent hiding spots where they are hidden behind the lines, and they can spring out to ambush the inevitable copters everyone will build. So as a defender, make sure you make good use of them. As an attacker, its safe to assume your opponent has at least one hidden somewhere on your "Strong" side. Don't throw expensive bombers and fighters away. |
walkerboh01 (11/01/2022 09:03pm):
This map has been added to the Hall of Fame as one of the most influential Fog maps of its era, 2020 - 2022. |
evmaster1 (01/11/2023 01:05am):
The web of rivers and roads worried me at first but after really looking at it, it's not a bad map. My only suggestion would be to connect both north and south and bodies of water and replace the farside shoals of the tiny forest islands each with a port - so that you can have naval superiority battles with the possibility of locking down the airport. Cool map! |
Thavidu (04/11/2024 02:26pm):
Income parity = 24K |
mojomonkey (05/03/2024 12:36am):
I agree with Legend2-3-8, after playing a few games here I think this map really needs a couple contested cities. |
Rutherford Gaming (06/29/2024 08:46pm | Edited: 06/23/2025 04:02pm):
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Shirygibraan10 (07/07/2024 03:12pm):
maybe the worst map that i ever played, Elo at this moment 1055 |
Humita (09/28/2024 09:11am):
Demoting to B rank after proven track record recently of extremely stally games, especially from Smacky Cups. |
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