Creator: Red-Halo || First Published: 11/22/2021 || Players: 2 || Size: 22x22
Categories: B-Rank, Gimmick, Standard
Rating: 0 in 0 ratings
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Comments:
Red-Halo (11/22/2021 03:27pm):
I'll need to tweak this more, like the FTA counter might be a bit off idk, and the center and flanks might need work. I'm adding in several odd things that I'd like to try in a map.

Two HQs so attacking players can front switch to attack a different one in case there's a stalemate.

Precapped com towers are because normally comtowers are capped after income and right before fighting starts, if they're precapped then there's more incentive to get them because you also take ten attack from the opponent.

Predeployed water transports with lots of internal shoals, to quickly move units back and forth around the map. Transports are so expensive and having them can speed up the game a bit hopefully.

Breakable pipe seams to hinder the movement of the strong two base side from dominating a lot in the early game, and once they're destroyed it'll let that side have better attacking options with more movement again. Or to also make a lander unit more viable to cross the water faster.

The cities are ghosted so Sensei becomes a viable pick in (probably T3 ish strength) lower tiers. His footsoldiers and copters are amazing, but without spawning soldiers his powers are near worthless. That dynamic of a air and footsoldier specialist in the lower tiers would be interesting, and would give another CO option with a different playstyle.
Red-Halo (11/22/2021 03:48pm):
Unghosted 2 cities for each player, since Sensei was prob too weak for T3 without any inf spawns. I could ghost more or less after some testing.



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