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Adrenaline Rush (Design Map by walkerboh01)
Categories: Casual Play

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Rating: 7.00 in 4 ratings
Map Committee Rating: 7.00 in 1 rating
xushu (07/07/2010 01:43pm):
Wow, it looks neat, but I wonder if it is too open in places. Plains and shoals can prove
to make maps have high movement rates, yet this map might be spaced enough to handle that
problem. I'll have to try it out. ^_^
airob (07/07/2010 03:15pm):
the lone bases are going to get crippled really easy, perhaps too much.

walkerboh01 (07/07/2010 04:39pm):
@xushu: Yeah as the name suggests, it's supposed to be more of a fast-paced, unit-trading game. Hopefully
it's not too out of control; as you said, it'll have to be play-tested to be sure.

@airob: I assume you mean the central bases? That was one thing I thought too, but I think it might be okay.
The only base that can really harass that central base is the one in the SE and NW corner respectively. This is
why I put the port and the tower along the bottom front so that it will provoke fighting along the bottom, drawing
away the attention of those corner bases from the center. Who knows though, you could be right.
airob (08/02/2010 05:50pm):
woah, this map has some severe issues with infantry mass spam.

first off, the cities and capturable stuff is too far away from the initial bases, making
the first 6-7 turns of sole infantry, becasue you get funds at a very slow rate.
second: the distance from the fronts: the corner bases are too far away, from te central
ones, so sending in a tank by it alone itīs suicide, since the central base only role is
to defend, it would be stupid trying to be offensive with the central base, so the corner
ones are left with the only option to conitnue spamming infantry while the central ones
make the vehicles, this is sorta boring to tell the truth, as much as the map has a good
design and concept, the central bases have to take care of 3 other bases, and that base
doensīt works too much to attack the HQ

walkerboh01 (02/11/2011 03:58am):
Heavy edits have been made. I took out all of the roads, properties, mountains, and forests,
then reterrained and structured the entire map. There is a different base lay-out, the fronts are
changed, and everything is fresh. It should work much better now.
walkerboh01 (10/11/2011 09:36pm):
Fairly boring fronts I think, and 4 bases is probably overkill. Pretty standard, playable map for
Last Edited on 02/14/2019 03:39am
Madd Maxx (04/01/2012 10:40am):
Don't know if I'm supposed to play this map or if I'm supposed to stare at it for 1 minute for an
optical illusion.

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