Creator: MacAttack228 || First Published: 08/05/2021 || Players: 5 || Size: 36x36
Categories: None
Rating: 7.73 in 11 ratings
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Comments:
MacAttack228 (08/05/2021 08:48am):
A version of Wake Island that I aimed to be a bit more balanced, as well as removed Labs since few people tend to use them.

Changes from Wake Island include the following:
- Airports added to each Faction Starting location.
- It now takes all factions (Except Green Earth) 3 days to get to the closest Neutral Base to them, instead of BM able to start churning out units from their neutral ASAP.
- Gave a bit more land to Green Earth so they have some forests, as well as an additional property for more income.
- Yellow Comet and Green Earth now start with a Lander so that they're not stuck earning funds to get to their main-land properties/extra islands.
- Added in 3 more small islands with City Properties for extra income.
- Added an extra port to Yellow Comet
- Added some extra roads for better mobility.
- Had to remove some terrain since we can only make 36x36 maps at the moment when Wake Island was 40x40
- Added more Shores to Blue Moon area in order to increase mobility/space
MacAttack228 (08/06/2021 08:53am):
Updated:
- Removed an Airport from central mini island and added it to the southern part of the main island to give YC a better chance against big air pressure.
- Swapped a third port for a second Airport in YC Territory
- Moved the spawn for GE's Lander so it can't snipe Red's Neutral base as easily. (2 Day to 4 day)
- Added a Pipe Runner to GE for more defense against instant landings
MacAttack228 (08/06/2021 06:18pm | Edited: 08/31/2021 08:42am):
Upcoming Updates (Once the ongoing games close, can't edit maps that are currently being played on!):
- Moving Blue Moon airport Further South to replace one of their Forest Tiles, and replacing the current Airport spot with a
Comm Tower. This was done due to multiple BM players mentioning that it was hard to expand, and that their airport is too far to really be effective, this will give them a
Firepower Boost to help with that.
- Adding 1 more City and 1 more neutral base to the Blue Moon Starting Area. Base will be further away from their choke
point.
- Adding 1 more City to the Grey Sky spawn for more income.
- Adding a city along the Southern Most Shore for extra Income and incentive to go down there.
- Adding 1 Neutral base closer to Grey Sky spawn, likely along the Southern Coast. (Thanks greenlog12)
- Decided to remove all starting boat spawns. Gives GE and YC Far too much of an advantage to storm the mainland, causing GS/OS/BM to need to really rush/play outa their mind.

Comment will be updated when updates are able to go through for the map
MacAttack228 (08/06/2021 06:28pm):
Also many thanks to players Jomer, flashboy284, and AbrahamGelatina for good feedback during a game!
MacAttack228 (08/10/2021 10:48am | Edited: 08/20/2021 08:53am):
Games are still ongoing, Map Unpublsihed: Waiting for games to resolve so Updates can go through.
greenlog12 (08/27/2021 02:31pm):
Gs is at a major disadvantage compared to every other team as they have to rush to get a 2nd
base
MacAttack228 (08/30/2021 08:45am | Edited: 08/31/2021 08:41am):
Refer to update list above for updates once games are resolved. New updates from greenlog12 and from other playtests
MacAttack228 (09/14/2021 02:41pm):
Was tired of waiting for all games to finish to make updates, please refer to this Map: https://awbw.amarriner.com/prevmaps.php?maps_id=103188 for further updates. Once all games are closed on this map, all updates will push through to official version.
thelastname (10/02/2021 05:49pm | Edited: 10/02/2021 05:50pm):
I know you want GS/OS/BM to make play, but this map give to much advantage to YC and GS, i dont really see any way to GS/OS/BM can do anything to stop YC and GS expand and storm other nations (im not talking about using Drake because he is god tier in this map lmao). Here what i thought when playing this map:
- GE take 2 turn to transport unit to main land in early game, while YC only take 1 turn, so if GE try to contest neutral base with YC, they would not get any chance, and even slowdown their capture game, make their income far behind compare to other nations.
- Same thing happen with GS, although they only start with 1 base, GS should first go for the airport, and has early T-copper, they can easily capture the left base and the middle base, it to far from the middle base to BM, they cant do anything to stop GS.
- YC know GS will try to rush neutral base, and YC has not enough resource to prevent GS do that, so YC would try capture the airport in the main land and the airport in bottom island, from there capture nearby property.
- So normally when capture phase finish, YC and GS should have 20k income, while GE/BM/OS have about 13-15k income, BM and OS contest top island. Although YC airport and GS base very near each other, they usually not fighting because of the choke point on the bridge. With the income lead, YC and GS can easy attack other nation from safe spot, game of 5 become game of 2.

Still this map is hard to balance, i think this map fit more for 4 player. Hope this help.
MacAttack228 (10/06/2021 02:14pm | Edited: 10/13/2021 09:04am):
Thanks for the input thelastname! I"ll take it into consideration moving forward! However, please check out these maps, as they're further updates to this one:

NOTE (10/13/21): THESE LINKS NO LONGER EXIST DUE TO THE MAIN MAP FINALLY UPDATING
Beta 1: https://awbw.amarriner.com/prevmaps.php?maps_id=103188
Beta 2: https://awbw.amarriner.com/prevmaps.php?maps_id=104396

I made new maps since you cannot edit maps that currently have active games on them.

As for GS, it's strange. They usually end up losing most games that are played. YC has the potential to win big as well, however they also have a fairly low win ratio across all versions of this map.

YC gets boxed out by GE and GS.

I should note that in the beta maps, Transport ships are removed, adding an additional turn of movement before anyone gets to their respective neutrals, however GE starts with a Green Infantry at the most Northern point. Only 2 more games to close out on this map here before I can finally push through all the updates. Keep posted for more change logs!
MacAttack228 (10/06/2021 02:21pm | Edited: 10/06/2021 02:22pm):
Upcoming Updates once the last 2 games close! REMINDER: I have been hosting various Beta Games of this map to continue to get updates for it, please see them at the links in the above comment.

- Moving Blue Moon airport Further South to replace one of their Forest Tiles, and replacing the current Airport spot with a
Comm Tower. This was done due to multiple BM players mentioning that it was hard to expand, and that their airport is too far to really be effective, this will give them a
Firepower Boost to help with that.
- Adding 1 more City and 1 more neutral base to the Blue Moon Starting Area. Base will be further away from their choke
point.
- Adding 1 more City to the Grey Sky spawn for more income.
- Adding a city along the Southern Most Shore for extra Income and incentive to go down there.
- Adding 1 Neutral base closer to Grey Sky spawn, likely along the Southern Coast. (Thanks greenlog12)
- Decided to remove all starting boat spawns. Gives GE and YC Far too much of an advantage to storm the mainland, causing GS/OS/BM to need to really rush/play outa their mind.
- Adding more terrain to the GS/BM contention zone
- Everyone now has 5 starting properties
- Added another mini island with an airport to the SE of the map, mirroring the one in the NW

Updates from last Beta Test - REMINDER that all updates will be ported to the original map once all games on it close.

Property Changes:
- Moved the neutral airport from 19,07 to 12,04 in Orange Star Territory.
- Moved the neutral base from 12,04 to 19,07 in Orange Star Territory.
----- This allows for OS to have more of a ground presence against BM, and more air presence against GE, while also making the encounter's against BM a bit more fair.
- Added neutral city to 16,11 in Orange Star Territory.
- Added neutral city to 10,04 in Orange Star Territory.
----- OS usually ends up getting trapped by BM and GE unless they play well, they get more easily accessible properties for added income.

- Moved the neutral city from 28,30 to 24,30 in Grey Sky Territory.
- Moved the neutral base from 24,30 to 28,30 in Grey Sky Territory.
----- This is due to GS being the only faction to not have a base that can start being captured on Day 3. They originally started capture on Day 4, if they went straight for it, leading to a disadvantage in the land grab.
- Grey Sky HQ moved from 26,28 to 28,26.
- Grey Sky owned City moved from 28,26 to 26,28.
----- This just looks nicer and is more easily defend-able due to the HQ being in the center now.

- Yellow Comet port at 04,27 now starts as an owned property
- Yellow Comet city at 07,30 no longer starts as an owned property
----- To mirror GE starting with a Port

- Blue Moon Neutral Comm. Tower at 33,02 moved to 33,03 and Changed to a Neutral City
- Blue Moon Neutral Port at 34,09, moved to 33,09
----- All properties are now within 3 tiles of at least 1 more, mirroring how every other start is, save for YC

- Added a Neutral City to 15,33
----- If YC fails to land against GE, they need a few extra properties.

Terrain Changes
- Moved multiple shores around in BM territory to make a bit cleaner, added some extra reefs to that area as well for more stealth ship possibility.
- Added shores from 23,08 to 25,08. This allows for BM to not as easily hold that choke point.
- Added forests to the following tiles: 14,33 : 16,26 : 04,20 : 21,26 : 23,12
----- Helps guard specifics spots for each faction
- Altered the Southern most mini-island substantially.

Updates from Second Beta Test:

Orange Star:
- Removed Neutral City at 10,04
- Changed Neutral Base at 19,07 to a Neutral City
- Changed Neutral City at 16,11 to a Neutral Base
---- These changes came direct from an OS Player, saying that extra properties likely not needed since they get to expand up/left more easily.

Yellow Comet:
- Changed Owned City at 09,31 to an Owned Port, changed shoals to reflect change
- Changed Neutral Port at 04,31 to a Neutral City
---- Yellow Comet is in a similar position to Orange Star, in that they might get choked out early if beaten back by Green on landing, and need some extra properties, so starting with a Port there allows for a bit faster deployment to the East.

Neutral Properties:
- Added a Neutral City to 31,12

Environment:
- Added some extra roads to connect disconnected properties on certain islands for appearances
- Added a Shoal to 00,14 to ensure that southernmost part is not constantly choked from landings
---- More contention areas/outliers to give underdogs who grab them a better chance
MacAttack228 (10/13/2021 09:03am):
ALL CHANGES HAVE FINALLY GONE THROUGH! THANK YOU ALL FOR CONTINUED PLAYING!
Meta Rexy (07/09/2023 07:45pm):
A good improvement on the original map, but the original design still had massive balancing
issues that haven't been fully addressed.

Every player shouldn't have more than 4 bases available to them. Grey in particular gets 5
bases while Blue gets 3, but both have to fight 2 players on land by default. Orange gets only 2,
though he only has to fight Blue. However, this makes it hard to be competitive with other
players.
Others have mentioned funding disparities between countries as well.



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