________________________________________________
|Advance Wars 2 |
|For the Game Boy Advance |
|Design Mode FAQ |
|By ZenTheOutcast23 (
[email protected]) |
|Last Updated: September 18, 2003 |
|Version 3.2 |
|_______________________________________________|
- = A D V A N C E W A R S = -
- = 2 = -
Design Mode Guide
=============================I. Table of Contents============================
I. Table of Contents
II. Revision History
III. Introduction
IV. Orientation
IV-a. Requirements
IV-b. Terrain Types
IV-c. Units
V.Tips & Strategies
VI. Maps
Vi-a. Vs. Maps
VI-b. 3-Player Maps
VI-c. 4-Player Maps
VI-d. Pre-Deployed Maps
VI-e. Submitting Your Maps
VII. FAQ
VIII. Copyright Info
IX. Credits & Contact Info
=============================II. Revision History===========================
v.1 May 15, 2003 - Completed the initial version of the guide. Updates
later for sure. Hopefully I'll get some submissions
too.
v.1.1 May 21, 2003 - Reformatted the guide, with the help of my good
friend, Meowthnum1.
v.1.2 May 24, 2003 - Added new maps- Island Strike and Chess Game, both by
yours truly, corrected some spelling and grammatical
errors.
V.2.4 July 22, 2003 - Whew, big changes. First of all, I added some Advance
Wars 2 maps making this an Advance Wars 2 Guide! I
also added a map from JapaneseCowsRule, my first
successfully submitted map!
v.2.8 August 8, 2003 - Well, I got a whole truckload of maps from people so
now my guide has finally turned into what I
always dreamed it would be.
v.2.95 August 23, 2003 - Added a few maps, not much.
v.3.2 January 06, 2003 - This update has been a long time coming. Added
quite a few new maps.
a few from me, a few from others. And I added a
little something to the "submit your maps
section." Also moved the revision history to
the top. (NOTE: I apologize to anyone who recently sent me a map that
wasn't posted, I am currently having problems with
my hotmail account but I will try to fix it
soon.)
===============================III. Introduction==============================
Hello, and welcome to my Advance Wars 2 Design Mode guide. In this guide,
I intend not only to orient you with the design mode of Advance Wars or show
you strategies, I will actually present ASCII Maps which you can copy into the
design mode in your Advance Wars Game and play them for yourself! I hope you
enjoy this guide and find it helpful and resourceful.
NOTE: This is an existing FAQ for Advance Wars to which elements from
Advance Wars 2 have been added.
===============================IV. Orientation==============================
The design mode in Advance Wars is powerful and versitile. With it you can
create quality maps, sometimes better than the ones provided to you in the
battle maps shop. But, however, in order to make enjoyable maps, you must
learn to use it. Yes, I realize the Design Mode is simple and easy to learn,
just by trying different things and learning-by-doing, but this just wouldn't
be a Design Mode guide without a section devoted to using it.
~IV-a. Requirements~
You won't be able to play your maps unless you meet a few simple
requirements, so first things first.
1. Each map must have at least 2 seperately owned HQs.
2. Each player with units on the map must have a corresponding HQ.
3. Each map may have no more than 60 properties
4. Each player may have no more than 50 units
(This applies even when you're playing the map!)
Now, with that out of the way, onto the Terrain types and unit placement.
~IV-b. Terrain Types~
There are several terrain types in Advance Wars, each with its own
properties and characteristics. Here I will give a brief explanation of
each.The summaries will look like this.
Terrain Name
Defense: How much damage protection units gain while on this terrain, 1-5
(in *s)
Movement Cost: How much movement each unit type must spend to cross this
terrain under normal weather. (If a unit type isn't
listed, it can't cross that terrain.)
Special Characteristics: Whether or not this terrain type has any special
conditions.
Now the Terrain...
Plains
Defense: *
Movement Cost: Inftry-1, Mech-1, Tires-2, Tread-1, Air-1
Special Characteristics: None
Road
Defense: None
Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
Special Characteristics: Movement costs arent affected as much by rain or
snow.
Forest
Defense: **
Movement Cost: Inftry-1, Mech-1, Tires-3, Tread-2, Air-1
Special Characteristics: In fog of war, units in forests can only be
seen by units in a square directly adjacent to
it.
Mountain
Defense: ****
Movement Cost: Inftry-2, Mech-1, Air-1
Special Characteristics: Infantry or mech units on top of mountains gain
extended vision in fog of war.
River
Defense: None
Movement Cost: Inftry-2, Mech-1, Air-1
Special Characteristics: None
Sea
Defense: None
Movement Cost: Ships-1, Trans-1, Air-1
Special Characteristics: None
Reef
Defense: *
Movement Cost: Ships-2, Trans-2, Air-1
Special Characteristics: In fog of war, units in reefs can only be seen
by units in a square
directly adjacent to it.
Shoal
Defense: None
Movement Cost: Inftry-1, Mech-1, Tires-1, Treads-1, Trans-1, Air-1
Special Characteristics: Landers can be loaded or unloaded on shoals.
HQ
Defense: ****
Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
Special Characteristics: Repairs and supplies ground units ordered to
wait on it. Provides
preset amount of funds per
property per turn to player controlling it (does
not apply to pre deployed maps). If an enemy unit
captures a player's HQ, that player loses, and
all of his or her properties go to the captor.
City
Defense: ***
Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
Special Characteristics: Repairs and supplies ground units ordered
to wait on it. Provides preset amount of funds
per property per turn to player controlling it
(does not apply to pre-deployed maps).
Base
Defense: ***
Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
Special Characteristics: Repairs and supplies ground units ordered to
wait on it. Provides
preset amount of funds per
property per turn to player controlling it. Can
deploy ground units.
Airport
Defense: ***
Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
Special Characteristics: Repairs and supplies air units ordered to wait
on it. Provides preset
amount of funds per
property per turn to player controlling it. Can
deploy air units.
Seaport
Defense: ***
Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Ships-1, Trans-1,
Air-1
Special Characteristics: Repairs and supplies sea units ordered to wait
on it. Provides preset
amount of funds per
property per turn to player controlling it. Can
deploy sea units. Landers can be loaded or
unloaded on Seaports.
Pipe
Defense: N/A
Movement Cost: N/A
Special Characteristics: No unit can move over or through a pipe.
Seam
Defense: 99 hp.
Movement Cost: N/A
Special Characteristics: No unit can move over or through a seam
unless it is destroyed.
Once a seam is dealt 99
points of damage, it is destroyed and replaced
plains square. Seams cannot be damaged by
Silos.
Silo
Defense: ***
Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
Special Characteristics: If an infantry or Mech unit moves on top of an
unused silo, a new,
"launch" command is shown.
Missles can be fired at any location on the map
even locations hidden by fog of war. Any unit
within two squares of
the targeted space is
Damaged by 3 hp. Silos can damage your own
units.Silos cannot destroy units. Silos can only
be used once.
Whew, Now onto units...
~IV-c. Units~
Okay, not much to say about units; You obviously cant place ground units
in the sea or vice-versa. If you only place units and no production properties,
the map is classified as a Pre-Deployed map meaning, that there will be no
concept of money and once you lose units, theyre gone. Remember the 50 unit per
player rule and try not to go crazy with units, it makes the map less fun.
=============================V.Tips & Strategies============================
I expect this to be a pretty short section. I'm just gonna lay down a few
tips you might want to use in some of your maps. Use them if you want. If not,
meh.
- Try placing bases and cities on secluded islands and starting out with
nothing but a few ground units and some landers.
- Make a thick section of mountains and fill the spaces between the
mountains with forests to create a sneaky mountain pass.
- Try to evenly spread out the properties. Giving yourself an unfair
advantage sucks the fun out of the map.
- Spread out the HQs for a longer game, place them closer together for a
shorter game.
- Divide the map with a river or mountain range and place an equal amount
of properties on either side. Set the rules to end the game after any
player captures one more property than their side has for a do-or-die
capture map.
- Try making a D-day type map with a horde of ground units invading a
mainland from tiny islands via landers.
- Pitting three small forces against one large one makes for an
interesting battle with/against your friends.
- More later, Maybe.
====================================VI. Maps==================================
Here I will put up some of my maps. But first, heres the legend;
#=Plains, (=)=Road, (-)=Bridge ^=Mountain, %=Forest, I=River, ~=Sea,
$=Reef, 0=Shoal, Q=HQ, C=City, B=Base, A=Airport, S=Seaport, &=Silo,
@=Pipe, :=Seam
Okay, in some cases, I'll need to display the units with ASCII.
I=Infantry, M=Mech, R=Recon, T=Tank, D=Md. Tank, N=Neotank, A=APC,
a=Artillery, r=Rockets, n=Anti-Air, m=Missles, F=Fighter, B=Bomber,
b=B-Cptr, t=T-cptr, l=Battleship, C=Cruiser, d=Lander, S=Sub X=Blank.
~VS. Maps~
Wood Pass
^^%%%%%%%%%%%%%%%^%%%%%C%^%^%^
C%%%^C%^%^%%^%^^%%%%%%^^%^%%B%
QC==%^%%%%^C%^^B%%^^%^%%%%%^%%
C%%=====^%%^^%%%^%%C^%%^^%^^%^
%%%=%%^==%%%%%%^C^%^%%^%%%%%^%
%%%=^^C%=%%===%%%%%%%%%%%C%%%%
^%%===^%====^====%^%====%%%^%%
%^%%%====%^C^%^%=%C^=%%=====%%
%%%%%=^%==%^======^==C^=%^%=%%
%^C%%=^%%====%^B%===%^%==%^==C
%%^%%=%^C^^=%^A^%^%%%^^%=C^%==
%^%%%==%^%%=^%^%C%^B^C%%=^%%^=
%%%^%%=%====%%^%^%B^%%%==%^^%=
%%^%^%=%=%%=======%^%%%=%^C%%=
%^%%%%===%^%^%%%%=%%C===^%%===
%^C^%%^%%%C^%%%^%=====%%%^%=%%
%%^%%^%%%^^^C^%^%%%%%=%%^===%^
%^%^%%^^%%%B^%%%%^%^^=%%%=%^%C
%B^^^%^%^^%%%%^%^^^C%=======CQ
^%%%%C%%%%^^^%%%%%%%%%%%=%^%%C
BY: Kyle (Author)
NOTES: Move your people through the forests to hide them and capture
as many buildings as you can. Sturm, Grit and Kanbei work
exceptionally well.
Properties: Each player controls the three cities surrounding their
HQ. All other properties are neutral.
Units: Whew long list...Each player controls:
4 infantry, 4 mechs, 3 tanks, 3 anti-air, 2 recons,
2 md-tanks, 2 APCs, 2 artillery, 2 fighters, 2 bombers, 2 b-copters,
1 rocket, 1 missle, and 1 t-copter.
Spread these units evenly around the area where their HQ is placed
Opposing Sides
%=C@@%%%%#%%%#==#%%%#%%%%@@C=%
B=%::%AC%%%#%%==%%#%%%CA%::%=B
%=C@@%C^^^^^^^==^^^^^^^C%@@C=%
#=%@@%%^^^^^^^==^^^^^^^%%@@%=#
%=#@@#%^^%#%#%==%#%#%^^%#@@#=%
#=%@@%%^^#B========B#^^%%@@%=#
%=#@@%#^^%=^^^==^^^=%^^#%@@#=%
#=%@@%%^^#=^^%==%^^=#^^%%@@%=#
B=#@@#%^^%=^%A==A%^=%^^%#@@#=B
QB============CC============BQ
CB============CC============BC
B=#@@#%^^%=^%A==A%^=%^^%#@@#=B
#=%@@%%^^#=^^%==%^^=#^^%%@@%=#
%=#@@%#^^%=^^^==^^^=%^^#%@@#=%
#=%@@%%^^#B========B#^^%%@@%=#
%=#@@#%^^%#%#%==%#%#%^^%#@@#=%
#=%@@%%^^^^^^^==^^^^^^^%%@@%=#
%=C@@%C^^^^^^^==^^^^^^^C%@@C=%
B=%::%AC%%%#%%==%%#%%%CA%::%=B
%=C@@%%%%#%%%#==#%%%#%%%%@@C=%
BY: Kyle (Author)
NOTES: What can I say? The center is pivotal. Get. There. First.
Properties: Each player starts out with their HQ, along with the city and
four bases surrounding it.
Units: None.
Isle-Chain
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
~~~~~0:&&@-----------@&&:0~~~~
~~~~~0@&&:-----------:&&@0~~~~
~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
~~~~~~~~~~~~~~~S~~~~~~~~~~~~~~
~~~~~~~~~~~~~~B=C~~~~~~~~~~~~~
~~0~0~~C%B%C~~~-~~~C%B%C~~0~0
~~CSB0~%~%~%~~===~~%~%~%~0BSC~
~~QC=--=====--=A=--=====--=Q0~
~~CSB0~%~%~%~~===~~%~%~%~0BSC~
~~0~0~~C%B%C~~~-~~~C%B%C~~0~0
~~~~~~~~~~~~~~C=B~~~~~~~~~~~~~
~~~~~~~~~~~~~~~S~~~~~~~~~~~~~~
~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
~~~~~0@&&:-----------:&&@0~~~~
~~~~~0:&&@-----------@&&:0~~~~
~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BY: Kyle (Author)
NOTES: Attack your enemy through the middle and try to get that airport.
While they're distracted, move a Neotank and two Infantry to one of
the silo islands and bombard their troops with missles.
Properties: Each player gets all the properties on their starting island.
Units: None.
Civil War!
^^^^^^^^^^^^^^^^^^^^^^^^^^^^~~
^^^^^^^^^^^^^^^^^^^^^^^^^^^~~~
^^^^^^^^^^^^^^^^^^^^^^^^^^~~~~
~^^^^^^^^^^^^^^^^^^^^^^^^^~C#~
~~^^^^^^^^^^^^^^^^^^^^^^^^~C~~
~~##CC#%####^##B####I####^##~~
~O########C^====#%#IIC#^^C#O~~
~O###%%%#^^#=##=C#II#C#^BBCO~~
~OQBB##%=====##=##I%%=====BO~~
~O===CC%=^%##%#==%II#=##^=BO~~
~OBB=%===^B###C#===-==#CC==O~~
$O##===OO#^##A#####IB%#%^CQO~$
~~~##CCOOC#####%%B%==###^A#O~~
$~~~#A####^B#C%#####I##^##O~~~
~~~~^^^^^^#####~~~~~~~~~~%#~~~
~~~~^^^^^^###~~~~~~~~~~~~~##~~
~~~~^^^^^^^^#~~~~~~~~~~~~~~~~~
~~~~^~^^^^^^^~~~~$~~~~~~~~~~~~
~$~~^~^^^^^^^~~~~~~~~~~~~~~~$~
~~~~~~^^^^^^^^~~~$~~~~~~~~~~~~
By: OutlawStar633
NOTES: Yeah i know that the real American Civil War was between the
north and the south so dont go yelling at me about it. East and
west makes a much more interesting map. The Reefs that i added
in dont really matter i just put them there because the map
looked a little too empty on some parts. This map is great for
massive destruction during each turn. Enjoy!
Properties: Orange Star's HQ is located the west coast and Blue Moon is
on the east. Or use what ever two colors you feel like it
doesnt matter.
Orange Star property locations:
HQ (3,9)
B (4,9)
B (5,9)
B (3,11)
B (4,11)
C (6,10)
C (7,10)
Blue Moon Property locations:
HQ (27,12)
B (27,10)
B (27,9)
B (26,8)
B (25,8)
C (27,8)
C (25,11)
C (26,12)
All remaining are neutral (duh)
Units: None
Dreadlock
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Q=C#^%%~~==========~~~~~~~~~
~C==B^~~^~%C=CAAB~~~A~~~~~~~~~
~B~=B%#~%~#^=#~##^#C~~~~~~~~~~
~~~=C#^~^~#^=^~~^^^~~~~~~~~~~~
~~#=^##~%~^^=#~~~##~~~~~~~~~~~
~~#=&^~~#~~~=^~~~#C~~~~~~~~~~~
~~C=#%~~B~~~=====%^##~~~~~~~~~
~~C=%%^^=---=%^#==B^%~~~~~~~~~
~~#======~~~~^C#^====~~~~~~~~~
~~#C%^=##~~~~####%&^=~~~~~~~~~
~~~#^^=%#^~~~~##^%BC=~~~~~~~~~
~~###C=#C#B~~~~~~C%%=~~~~~~~~~
~~=========~~~~~~BB==~~~~~~~~~
~~~A~~~AA#~~~~~~~~C=Q~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By: JPagano2
Properties:
Rows 1-5 are sea
Row 6, the HQ and the leftmost city belong to OS.
Row 7, the leftmost city and HQ belong to OS. The next two cities from
the left are neutral. The two airports next to those
are neutral, and the base next to those is neutral. The
rightmost airport belongs to BM.
Row 8, the leftmost two bases belong to OS. The rightmost city belongs
to BM.
Row 9, the leftmost city belongs to OS
Row 10, no properties.
Row 11, there is a silo on the OS side and the rightmost city belongs
to BM.
Row 12, leftmost city belongs to OS, and the base to the right of it
is neutral.
Row 13, leftmost city belongs to OS, and the rightmost base is
neutral.
Row 14, the city is neutral(On BM side)
Row 15, leftmost city is neutral and there is a silo on the BM side.
Row 16, the base and city belong to BM,
Row 17, the two leftmost cities and the leftmost base are neutral. The
rightmost city is BM's.
Row 18, the two bases belong to BM
Row 19, the leftmost airport belongs to OS. The next two airports
(Going right) are neutral. The rightmost city and HQ belong to
BM.
Row 20 is sea.
Units:
Orange Star is on the left, Blue Moon on the right.
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x I x x I x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x I x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x r x x M x I x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x M x r x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x I x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x I x x I x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x I x x x x x x x x x x x x x x x x x x x x
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
Note: The lowest infantry (10, 19) and the rightmost rocket (13, 12) mark
the OS/BM border.
Islets IV
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~%S^%%~~~~~~%%^~~
~~QC~%#~~~~~~##%%C##II%##%C%A~
~~C=B#%^~~~~~I~^C%~~~~~~~&%%%~
~~%====^~~~~~I~~%%~~~~~~~I~%~~
~~##%B=~~~~%#%~~~~~~~#C%~I~~~~
~~~%^~=---===^B~~~~~%%%#%#~~~~
~~~~~~~~~~%#==%~~~~~#C%#%%^~~~
~~~~~~~~~~#%%=~~~~~#%#^%##S~~~
~~~#%C^~~~I~B=--=~~I~~~~%%~~~~
~~%%S%#%~~I~~~~~=%~I~~~~~~~~~~
~~~~~#%%C%%~~~~%==#%~~~~~~~~~~
~~~~~~I~~~~~~~%#B=%B~~~~~~~~~~
~~~~~%I%~~~~~~~~^=%~~~~~~~~~~~
~~~~A#%#&~~~~~~~~==---===~%~~~
~~~^%%#%%~~~%%^~~I~~~~~B=%%^~~
~~~~^%#C~~~%#C~~~I~~~^^%=B%C~~
~~~~~~%%#IIC%#%#%%~~~~~^===CQ~
~~~~~~~~~~~~%^%S~~~~~~~~#%^~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By: Kyle (Author)
NOTES: That's right, those are rivers, if you fill the map with sea, be
sure to trace over the river bridges with plains first. Now, this
whole map is as balanced as I could make it. I tried to make the
properties accessable in the same amount of turns for both sides.
As you can probly tell by the name, this is the fourth in my islets
series, all of which were either not good enough to make the guide,
or simply before the guide's time.
Properties: Each player controls all the properties on their starting
island except for the base furthest away from their HQ.
Units: None.
~3-Player Maps~
Mountainous
^^^^^^^^^^^#Q=C^^^^^^^^^^^^^^^
^^^^^^^^^=======^^^%~~~~CA^^^^
^^^^^^^^==%B^B%=##%%%~~~~CB^^^
^^^^^C===#%^^^%==^^^%%%~~%%^^^
^^^^^^=#%##^^^%B==^^^^%%%%^^^^
^^^^^^=#%^^^^^^%#==^^^^^^^^^^^
^^^^^==%^^^^^^^%%#==%%%^^^^^^^
^%^^==%B^^B%%%^^^%C===%%%^^^^^
%%===C%%^^%~~%%%^^%##====^^^^^
#C=%%%^%%%%~~~~A%^^%%%%#=B^^^^
%==%%^^^^C%A~~~~%C%%^%%#=#^%^^
%=B%^^^^^%%%%B~~%B^^^^%%==##%^
%=^^^^^^^^%^^%C%%^^^^^^^%==###
%=C%^^^^^^%^^^^^^^^^^^^^%#===#
%=%%%%%%C%%%%%^^^^^^^^^^%%%B=Q
#=#%%###====%%%%^%^^^^^^^%%%==
#=###====^^==##%%%%^^^^^^^%B=C
#=====^^B^^^====##%%^^^^^^===#
B=B%^^^^^^^^C^^==##%B^^^===##%
Q=C^^^^^^^^^^^^^=========###%%
BY: Kyle (Author)
NOTES: The center is important, try to get there first, then hide
your units in the forests around the path to your HQ and ambush
your enemies.
Properties: Each player controls their HQ and the city and two bases
closest to it. All other properties are neutral.
Units: None.
Love Those Odds!
~~~~~~~~~~%%%~~~~~~0~~~~~~~~~~
~~~~~~~~%%%%%%%~~~0##B=B#~0~~~
~~$~~~$~%%%=%%%~~S==B=Q=B%%0~~
~~~~~$~~#%%=%%~~~~0A=====A=%0~
~~~~~~~~AC%=%^~~$~~0#A=A#^=%%%
~0~%%0~~~~%=A%~~~~~~%#=%#^==%%
~%%%C0~~~~S==S0~~$$~%^=%^%C=C%
~%%%%A~~~~~%^0~~~~~~^^=%%%C=C
~%%%%~~~~~~~0~~~~~~~~~======%%
~C%%CA~~~~~~~~~00A0~~~~%%%%=%%
~~~%~~~~~~~~~00%%==^~~~0~%B=A%
~~~~~~~~$~====^%C%=%%^~~~~===~
~~~~~%~%~~~C%======C^C^^~~~S~~
~~~~%%~%%~~~C=%%%%======^~~~~~
~~~S%%~%%S~~~=%%%%%%=C%=C~$~~$
~~~=%%~%%=~~~~0S00%%=CC=C~~$~~
~~0===-===0~$~~~~~00~0%=^B~~~~
~~B=A^~^A=B~~~$$$$~~~~S==0~~IA
~B===A~A===B~~~~~~~~~~~A0~~~IB
~~=Q=^^^=Q=~~~~~~~~~~~~~~~~~~~
By:RabidRabbit
Notes: Well this is a map I made for Advance Wars I, but I felt it was a
good map none the less. It is your typical 2vs1 map with Orange
Star in the upper right hand corner and Green Earth with Blue Moon
in the lower left on teams. However, Blue Moon and Green Earth start
out right next to each on the same island. This is may may make
things difficult because you then have to make sure you leave enough
properties for your teamate while if you play with the computer it
only cares about itself. The Island is basicly divided in two and
turn befor Green Earth this way it's slightly further away from
properties and as you might have guessed Green earth is to the
right. If you think this map is alright I have another which is
a Four-player map entitled Go-Team.
PROPERTIES: The properties are divided simply enough with Orange Star
owning everything on it's island and blue moon owning the two
bases on the left side of the island and the seaport Green
Earth owns the same on right side.
Units: I've never been anygood at selecting and placing pre-deployed units
so if you have any ideas use them.
Savage Strait
==B=B#####%~~~~~#%%^^^&&&^^%%~
^Q===S~~~�~~~~00%%%^&&^^^%%~
^=B=BA##~00~~~$~~0%%%^^^%%%%0~
^==SACC#~~~~~~~~~~%%%B^%%%%%0~
CC=~#C###0~~$~~~0%%S%%C%%%00~~
CC=~~~~%%0~~~~00%%~~~%%%%%0~~~
===##0~00~~~$~%C%%~~~0%%%~~$~~
CC##%0~~~~~$~~000%%~~~000~~~~~
CC#%%0~~$~~~$$$$~C%0~~~~~~~~~~
~~~%#~~~~~~~0~$$~00~~$~~$~~~~~
~~~~~~~~~~~%%0~$$$~$~~~~~~~0=~
~~~~~~00~0S%0%000~$~~~~~0~%#=~
~$~~~0%#00%%~0%%C0~~~000#~#C=~
~~~~~0%%%%%0~~%%0~~~0####~#=C%
~~~00%%%%%0~~~~~~~$~~~~#~~%==%
~~%%%%%%%%%#0~~~~~~~0#~#~B#A=C
%%%%^^^B%C%0~~~$~~~0==~#SCB==C
%^^^^Q^%%%%#0~$~~~~==C~SCACB==
^^&&&&^%%%%#0~~~~00=CC==B=Q#C=
^^^&^^^^%%%~~~$~~%%===%%=====^
By: Blade Beast
NOTES: Navigate your ships through the rocky, shallow passage to reach the
enemy. Control of the passage means swift victory! Explore and
conquer the large islands, but beware of the savage tribes who guard
the sacred fire-spewing mountains to the northeast and southwest.
Properties: Northwest island is all Orange Star, except for the two groups
of four cities south of the HQ. Southeast island is all Blue
Moon,
except for the three westernmost cities and five easternmost
cities.
All properties on the middle isles are neutral, except the HQ,
which belongs to Green Earth.
Units: (This is optional) Green Earth has some pre-deployed ‘savage’ units
on the middle islands.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXTXXXXXXXXX
XXXXXXXXXXXXXXXXXXXRXXXXaXXXXX
XXXXXXXXXXXXXXXXCXXXXXXTXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXRXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXRXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXRXXXXXXXXXXXXXX
XXXXXXXXXXXXCXXXXXXXXXXXXXXXXX
XXXXXXRXRXXXXXXXXXXXXXXXXXXXXX
XXXXTXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXTXXXXXXXXXXXXXXXXXXXXX
XXXXXXXaXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Set Green Earth to a computer player. Flak is a good choice, because he has
no unit-specific strengths or weaknesses, a CO power that doesn’t affect
the battle outside of his own units, and, well, he seems like a savage guy.
If you want conquering to be a bit harder, Kanbei is also good.
~4-Player Maps~
MountainMaze
Q=========C^====B^===========Q
=^^^^^=^^^^^=^^^^^=^^^^^=^=^=^
===============^%^=====^=^C^==
=^^^^^^^^^=^^^=^=^^^=^=^=^^^=^
=^=======^===^=====^=^B^==C^==
=^=^^^^^=^=^=^=^^^=^=^^^=^=^=^
=^%^==C^===^B^========C^%==^==
=^^^=^^^^^=^^^^^=^^^^^^^^^^^=^
======B^%^===^A^=^%==^====B^=^
^^^^=^^^=^^^=^=^=^^^=^=^=^^^=^
==C^===^==B^===^=====^=^=^===^
=^^^=^=^=^^^=^^^=^=^=^=^=^=^=^
=^===^===^===^====A^===^===^==
=^=^^^^^^^=^^^=^=^^^^^=^=^^^=^
=====^======%^=^B^===^=^==C^=^
=^^^=^=^^^^^^^=^^^=^=^=^^^^^=^
===^===^====A^%^%==^===^===^=^
^^=^^^^^=^^^^^^^^^^^^^^^=^=^=^
=========================^===^
Q^=^C^^^^^B^^^^^^^^^^^C^^^%^=Q
BY: Kyle (Author)
NOTES: Pretty simple, capture and destroy. Sneak to the computer's
HQ, it's usually unguarded.
Properties: Each player starts with 1 HQ each. All other properties
are neutral.
Units: Each player starts with 1 infantry, 2 mechs, 1 recon, 1 APC,
and 1 T-copter deployed directly on top of and around the HQ.
Island Strike
~~~~~~~~~~~~~~~~~~~~~~~~^B=C=Q
~~~~~0^0~~~~~~~~~%^00~~~^=====
~~~~~%%%%^0^~~~~~0%^%~~0^C=B=C
~~~~~~0^^%B%~~~~~~0A%~~0======
000~~~~~~~^~~~00~~~~^~~0%B=C=B
%===S~~~~~~~~0%%0~~~~~~~S%=^^^
^=C==0~~~~~~~^%%^~~~~~~~~000~~
^===%0~~~~~~S%CC%S~~~~~~~~~~~~
%=B==0~~~~0^%%AB%%^0~~~~~~00~~
Q=%=^~~~~0%%CBQCAC%%0~~~~S%%A^
C=%=^~~~~0%%CACCBC%%0~~~~S%%A^
%=B==0~~~~0^%%BA%%^0~~~~~~00~~
^===%0~~~~~~S%CC%S~~~~~~~~~~~~
^=C==0~~~~~~~^%%^~~~~~~~~000~~
%===S~~~~~~~~0%%0~~~~~~~S%=^^^
000~~~~~~^~~~~00~~~0%~~0%B=C=B
~~~~~~~~^%%0~~~~~~B%^~~0======
~~~~~~~^%A%%~~~~~0%0~~~0^C=B=C
~~~~~~0%00%^~~~~~^0~~~~~^=====
~~~~~~~~~~0~~~~~~~~~~~~~^B=C=Q
BY: Kyle (Author)
NOTES: Possibly the greatest and most complex map Ive ever made,
definitely one of my favorites. This map is made to be 3 against 1.
Orange Star on the far left, Yellow Comet in the middle, Blue Moon
in the top right, Green Earth in the bottom right. Obviously, Yellow
Comet Vs. allied Orange, Blue, and Green. I highly advise setting
the funds around 1000 or 1500 as you will still be getting alot of
money, especially Yellow Comet.
Properties: Orange Star controls the HQ, the city next to it, and the two
bases closest to it's HQ. Yellow Comet controls all the
properties on the center island, Blue Moon and Green Earth
control their HQs and the Base and two cities closest to them.
Units: Oh jeez. Orange Star - 2 infantry, 2 mechs, 2 recon, 2 tanks, 2 md
tanks, 2 APCs, 2 artillery, 2 anti-air, 2 missles, 2 fighters, 2
b-copters, 2 t-copters. Blue Moon/Green Earth - 2 infantry, 2
recons, 2 tanks, 2 artillery, 2 anti-air, 2 missles, 2 fighters, 2
t-copters, 1 mech, 1 md tank, 1 APC, 1 b-copter. Yellow Comet - 4
APCs, 4 artillery, 4 anti-air, 4 fighters, 4 bombers, 4 t-copters, 4
landers, 2 landers, 2 infantry, 2 mechs, 2 tanks, 2 b-ships, 2 subs,
1 md tank, 1 rocket. Place these units in a symmetrical pattern,
radiating from their corresponding HQ.
WW2 Europe
~~~#B~C~~~~~~~#~~~~~~~########
~~~O#~S~~~~~S~#~~~~~~###Q#####
~~~~~~#~~~~~#~~~~~OO##B###B###
~~OAAQC~~~##B##########A######
~~~###~~O~#BQA###########C####
~~~~~~~##B##Q####C#######B####
~~~O#C#####C##########B####B##
~~~~O#########################
~~~~~##C####^^^AB#############
~O~~~######^^#########OO~~S~##
~#OO~C#C###C#B~~C##^##O~~~~##
~#####C###~O###~OB##^#~~~~~~##
~A#####~~~~~~Q#~~O####~~~~OO##
~#####~~~#~~~~C#~~~###~~~~C###
~B####~~~O~OS~##~A~#~CSC######
~###C#~~~~~~~~~~~O~~~~~##~O###
~~~~~~~~~~~OO~~~~~~~~~~~~~~CBB
~O#######B#C########C######CBC
OC###C###C###C#####C##########
##############################
BY: JapaneseCowsRule
NOTES: This map ive been working on for a long time, it took a long time
to make and it is version 1.4 now. Orange star is UK with US
assistance, Blue Moon is Russia. Green Earth is Germany, and Yellow
Comet is Italy. Orange and Blue are allies. Germany and Italy are
allies.
Properties: All propertys on UK are orange, every city to the north west
of, directly west of, and directly north of Hor 10 Ver 11 are
orange star, the city on hor 5 ver 16 is orange star, 2,19 is
orange, all cities from 10,19 to 12,18 are orange 28,18 to
30,17 are all orange and 13,2 is orange. every city north east
of 22,11 is blue moon. The cities below the alps are italian
along with (17,11), (18,12), (20,19), and (6,19). 22,15 to 24
15 are all neutral and the rest are green earth.
Units:
BBFMXXXXXXXXXXMXXXXXXXmIMMTTII
FFFXMXMXXXXXMXIXXXXXBmIIMITDII
XXXXXXXXXXXXXXXXXXXXMXXMMDXBII
XXXXXXXFXXNmMXXXXXXXXXXXXXXRMI
XXFmXMXXXXmXrXIXXXMXMXXXXXXFrI
XXXXXXXMXXITDMXXrIMXXMXXMXXMII
XXXXXXXMXXMFFFFXXFMXXMXXXXXXTI
XXXXXIXXXXIDBBFXXDXXXXXXMXXTXI
XXXXXXDXMXXDBBFXRXMXXXXXXXXXMX
XXXXXMXXXXXMMXIXXXMXXXXXXXXXXX
XXXXXXXIMXMDXXXXXFXXXXXXXXXXXX
XXXXXXIIXXXXXXXXdTDXXXXXXXXXII
XXXXXXXXXXXBBMXXXdDXXXXXXXXXXX
XXIXXXXXXIXBBXXXXXXIXIXXXXXXXX
XXIXXIXXXXXXmXXFBXXAXXXrXXXXXX
XXXXXFXXXXXXXXXXBXXXXXXDIXXXXX
XXXXXXXXXXXXXXXXXXXXLXXLLXXrII
XXXXXXXXXXDXXXBXXIIXrMXXrMMXMI
XMXXXMXXMXAMXTXMXIMXXDXXMDXXXX
XIXXXXXXMXXIXXXXXIIXIXXXrIXXXX
Now for the explination of forces. all units directly west to the north
west of 10, 11 are orange. 6,15 and 6,16 are orange, 12,20 through 9,18
are orange, 2,19 and 2,20 are orange, 25,20 through 27,18 are orange,
28,17 through 30,18 are orange. 13,2 is, 15,1 is, 26,1 is. All units
directly north, directly east, and north east of 20,16 are blue moon
except 29,12. 30,12 24,1 23,1 23,2 and 26,1. 24,17 and 25,17 are blue
moon's battleships. all units between 19, 3 and 10,9 are green earth
except 18,6. all units between 13,17 and 17,20 are green earth. 21,18 and
22,18 are green earth. 12,10 and 13,10 are green earth. 24,1 23,1 and
23,2 are green earth. All other units are yellow comet. Orange star
should play as anyone one from orange star, Green Earth should play as
anyone one from green earth, though Eagle works best. Blue moon should
play as anyone one from blue moon. and yellow comet should play as either
drake or sensei. it takes a long time to load up this map and the first
turn takes 30 minutes, but the rest of the turns should be much quicker.
Green earth will have their CO power filled by the end of their first turn
and yellow by the time they take down one battle ship. Strategy: While
most of the action take place in europe it is often decided by who end up
with africa. Green earth should take out as much of france as possible
during turn one. Italy can either try to take africa, help germany deal
with russia, try to take constantinople aka istanble, or try and sneak
Battleships up to UK. UK can either try to send some units in to berlin
via denmark. Focus on building troops in iraq and sending them through
africa. Build up alot of troops in UK and do a D-Day. or send troops past
norway and into russia to help on the eastern front. Russia's job is to
stall germ until UK get the troops it need and carries out its plan.
I am still working on balancing so keep an eye out for or 1.5. or 2.0.
Park Place
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Q=B=======B=Q~~~~~~~~~~~~~~~
~~=~=~^~^~^~=~=~~~~~~~~~~~~~~~
~~B=C=C%C%C=C=B~~~~~~~~~~~~~~~
~~=~=~=~%~=~=~=~~~~~~~~~~~~~~~
~~=^C=======C^=~~~~~~~~~~~~~~~
~~=~%~=III=~%~=~~~~~~~~~~~~~~~
~~=^C%=I&I=%C^=~~~~~~~~~~~~~~~
~~=~%~=III=~%~=~~~~~~~~~~~~~~~
~~=^C=======C^=~~~~~~~~~~~~~~~
~~=~=~=~%~=~=~=~~~~~~~~~~~~~~~
~~B=C=C%C%C=C=B~~~~~~~~~~~~~~~
~~=~=~^~^~^~=~=~~~~~~~~~~~~~~~
~~Q=B=======B=Q~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By: Blade Beast
NOTES: Capture the two closest neutral bases as quickly as possible, then
fight for the middlemost properties and the missile silo. Be sure
to keep your HQ protected from both sides. Try playing on teams:
Northwest and southeast vs. northeast and southwest.
Properties: HQs are as follows: Orange Star, northwest; Blue Moon,
northeast; Yellow Comet, southwest; Green Earth, southeast.
Each player owns the two bases and one city closest to his
HQ. All other properties are neutral.
Units: None.
Shelter
=====%%^^%%^^%%^^%%^^%%^^=====
=C=B=^^%%^^%%^^%%^^%%^^%%=B=C=
==Q========================Q==
=B=C=%%%%%%B%=^%=%B%%%%%%=C=B=
=====%%%%%%%%=%^=%%%%%%%%=====
%^%#=%%%%%%%@:@@:@%%%%%%%=%#%^
%^%#=%%%%%%@@=%%=@@%%%%%%=%#%^
^%#%=C%%%%@@%=BC=%@@%%%%C=#%^%
^%#%======:==CCAC==:======#%^%
%^%#=%^%^%@%CACCCB%@^%^%^=%#%^
%^%#=^%^%^@%BCCCAC%@%^%^%=%#%^
^%#%======:==CACC==:======#%^%
^%#%=C%%%%@@%=CB=%@@%%%%C=#%^%
%^%#=%%%%%%@@=%%=@@%%%%%%=%#%^
%^%#=%%%%%%%@:@@:@%%%%%%%=%#%^
=====%%%%%%%%=^%=%%%%%%%%=====
=B=C=%%%%%%B%=%^=%B%%%%%%=C=B=
==Q========================Q==
=C=B=%%^^%%^^%%^^%%^^%%^^=B=C=
=====^^%%^^%%^^%%^^%%^^%%=====
By: Kyle (Author)
NOTES: This is a fun one, break through the seams, the airports can be
vital to success. This is really the most fun against humans as
they will break the seams as well. Feel free to add plains where
you may in those big blocks of forests around the shelter.
Properties: Each player controls the four properties around their HQ.
Units: None.
Kanbei Rebels
A#A#B###%##%###I^^^^^^^^%%^^^%
####===#^%^#C##I^^%IIII^^III^^
B#Q==C===#C%%%#IIIII^^II^I^III
####===#=##%%##I%%^^%^^III%%%^
C#C#C###=C%####IIIIIIIII^^#%^%
%^^^%^%^=#^#%##I^%^%^#%#%C%#C#
^%%%^^%%=%#%^#=-==#B#^#^######
^^%^%^%^=^C###=I^=^%#^%%##C###
C#C#C%%%=======I^=#^%####A#B#C
####===%^%B^%^=I%=####C#######
B#Q==C=========-=========B=Q=B
####===^%^B%^%=I%=%^A#C#C###C#
A#A#B###=======I^=##^#%##A#B#C
^^%%^%^^=^##C#=I^=^B##B#######
%^%^%^%%=#%^#^=-==#%#^#%C#C#B#
A#A#B###=^^%#^#IIIIII^%##^#%#^
####===#=%^#C##I%^%^I##^%%#^%#
B#Q==C===C#%%%#IIIIIII^^III^^%
####===#^%##%#%I^%^%^I^II^IIII
C#C#C##^%#C####I%^%^^III%^%^%^
By: DarkSkywalker
Notes: Basically the same idea as the final battle except the enemy units
are have LOADS more defense. Destroy the air force and then get
ready for the main fight at the bridges.
Properties: OS, GE and BM control all the properties in their area up to
the city in the middle of the roads. Yellow Comet controls all
the properties on the right hand side of the river, all other
properties are neutral.
Units: OS, BM and GE: 2 infantry, 2 mechs, 1 tank, 1 md tank, 1 apc 1
missile, 1 t-copter, 1 recon, 2 a-airs, 2 b-copters, 2 fighters and
1 bomber. Yellow Comet controls, wow, long list 4 infantry,2 mechs,4
anti-airs,3 tanks,3 md tanks,3 artillery,3 missiles,2 rockets,4
b-copters,4 fighters and 2 bombers
Rabbit Isle
~~~~~00~~~~~~~~~~000~~~0~~~~~~
~B=B%%C~00%^^~QBB%%C-%%C0~~~~~
Q===%%%~%%%^^~^AS%C~~~%C~~~~~
0S=A%C~~%%%~~~~~~~~~~~~~~~~~~~
~~000~~C%%%C^^~~~%^^~~~%~~~~~~
~~~~$~~%%^%=I==~~M%%CCCAB&0~~~
~~~~~~~%%^^=I^=^~00%%C%%%0~~~~
~~~~0C%%%IIIII=%0~~~%%%%M0~~~~
000~0%%III^%%I=^0~0~~~~~~~~~~~
%%A~0%%IA%%%%I=%%0%^~$$$~A=B=Q
%%S~~~%I0S%%%I=00CA%^~~$~S=B=%
%%~~~~AI~~0%%I=00%IIII~~~~~~--
~~~~~~~I~~0%%I-IIII%0~~~~~~~--
~~~~~~~~~~0%^I=-=-C=%0~~~~~~--
~~S~~~~~%%===I^III0~~~~~~~~~--
0C=C~~~C===%0I0S00~~$~~~~~~0%%
0%=%0~~~S%A~~~~~~~~~~~$$~~~%%%
0%A%%0~~~~~~~~~~~~~~~~~~0AS%%%
~BQB^%0~~~~~~~~~~~~~~~~0C%%%CC
By: RabidRabbit
Notes: Your simple four person free-for-all (teams optional). Bridges are
located on the map at (13,17) (12,9) (20,30). Basic point of the
map is to win, you do so by gaining control of the various islands
to boost your funds.
Properties: Each army starts off with the two bases, airport, and seaport.
Everything else is neutral
Units: Start from scratch.
In the Dark...
###^^####C=%%#I#%%=C#####^^###
#Q^^C=========-==========C^^Q#
#^^%#####%=C##I##C=%######%^^#
^^%C#%###%=###I###=%####%#C%^^
^C##^%#A##=###I###=###A#%^##C^
#=#%%%#=#C=B#~~~#B=C##=#%%%#=#
#=####=======-=-========####=#
#=##B==C#B=C~~-~~C=B#C#==B##=#
======C%%#=~~~-~~~=#%%C#======
###=###%#~-~~~=~~~-~#%####=###
III-IIIII~=--=~=--=~IIIIII-III
###=###%#~-~~~=~~~-~#%####=###
======C%%#=~~~-~~~=#%%C#======
#=##B==C#B=C~~-~~C=B#C===B##=#
#=#%%%=======-=-=======#%%%#=#
^C##^%#A#C=B#~~~#B=C#A##%^##C^
^^%C#%###%=###I###=%####%#C%^^
#^^%#####%=C##I##C=%######%^^#
#Q^^C=========-==========C^^Q#
###^^####C=%%#I#%%=C#####^^###
NOTES: This is a difficult FOW map because you may end up finding enemies
you just arent ready for. Start an army from scratch using the
infantry you start with. You can choose to defend your own HQ by
capturing near it, your quickly assault others capturing near an
opponents HQ. It may need some perfecting, as the map just doesnt
want to be perfectly symetrical....
Properties: Each player starts with their own HQ. All other properties
are neutral.
Units: Each player starts with one infantry on the center isle; Orange
Star on the top, Blue Moon on the right, Green Earth on the left,
and Yellow Commet on the bottom.
Vietnam Blues
#%##%%%%#%#%#%%BC#%%C~~~~~~#~~
%#%%%%C%^%%#C#%%Q%B~~~~~~~~~~~
#C##C%%%C%^%#%##%B~~~~$~~~#%~~
##%%#B%%%^%%%%%%C~~~~$~~#%#~~~
C%#%%%%%%%B%C%%%%~~~~~~~#%~~~~
#%~%%%%%C%%%%%%%%C~~~~~~~~~~~~
C~~#%%%%%%%%B%C%%%C~~~$~~~~~~~
~~~%%%C^%%^^%C%%%^%Q~~~~~~~~~~
~~~##%#%%%%C%%%%C^^#%~~~~~~~~~
~~~~%C%^%^%^%%%C%%%%#C~~~~$~~~
~~~~%#C%#B^%%C%%C%%#%%~~~~~~~~
~$~~#%#C~~%%%%%%%%C%#C%0~~~~~~
~~~~~#%C~~%^%%B%%%%%%#%0~~~$$~
~~$~~#%~~~~%%%%C%%%%C%#0~~~~~~
~~~~~C~~~~~~%%%%%%%#%%C0~~~$~~
~~~~#%~~~~~~%%%%#%C%#C0~~~~~$~
~~~~C~~~~$~~~%C##QB#00~~~~~~~~
~~~~%~~~~~$~~~~B##0~~~~~$~~~~~
~$~C%~#~~~~~~~~#~~~~~~~~~~~~~~
~~~%#C%~~~~~$~~~~~~~~~$~~~~~~~
Notes: This is an 2 vs. 1 AW2 map that recreates the Vietnam War that has
been tested with pretty good results regarding balance. I've tried
my best to recreate the look of the peninsula, what's on it, and
where everyone was during the war. Every city or base is an actual
city that can be found on an atlas (no, I didn't include them all;
that would have been a few too many) and all of the HQs are where
they were in the war: Hanoi for North Vietnam, Da Nang for South
Vietnam, and Saigon (now Ho Chi Minh City) for the United States.
As for the actual game specifics, they are as follows: Orange Star
is North Vietnam, Blue Moon is the United States, and Green Earth is
South Vietnam. Blue Moon and Green Earth should be made allies in
this map. The best effect from this map can be achieved by turning
Fog of War on and by making the weather rain; this recreates the
atmosphere of the Vietnam War: enemies are very hard to see and
mobility is tough, both due to the dense forests.
Some good COs to use are as follows:
Any Faction
- Sonja, as her CO power is a major help in finding and wrenching out
dug-in indirect attack units, as well as spotting other units before
they spot you.
Orange Star
- Grit, as indirect units can really pound invading forces and can
create effective insurmountable walls to pressure them into a retreat.
Blue Moon
- Max, Sami, or Kanbei, as indirect units will prove to be very hard to
deploy until very close to the North Vietnamese base, so marching in
with soldiers or a large wave of tanks is probably a better option.
Green Earth
- Colin or Hachi, as South Vietnam doesn't start with as many units as
the others, so getting up to speed with their discounts is important.
Of course, these are just suggestions regarding what I find to work the
best.
Properties: I think it would be easier to just go by coordinates for
cities and bases, so here we go, in the form of (horiz. coord., vert.
coord.).
Orange Star:
Cities:
(17, 1)
(21, 1)
(13, 2)
(17, 4)
(13, 5)
(18, 6)
(15, 7)
Bases:
(16, 1)
(19, 2)
(18, 3)
Blue Moon:
Cities:
(21, 14)
(23, 15)
(19, 16)
(22, 16)
(15, 17)
Bases:
(19, 17)
(16, 18)
Green Earth:
Cities:
(19, 7)
(19, 12)
(22, 12)
Bases:
(22, 10)
All cities and bases not mentioned above are neutral.
HQs:Orange Star - top;
Blue Moon - bottom;
Green Earth - middle.
Units: There are a lot of them, and they look like this:
XXXXXXXXXXXXIXXXXXXXXXXXXXXXXX
XXXXXXXXXXIXIXMXXMXXXXXXXXXXXX
XXXXXXXXXXXMXMXXIXXXXXXXXXXXXX
XXXXXXXXXXXXMXXIMXXXXXXXXXXXXX
XXXXXXXXXXXXXMXXMXXXXXXXXXXXXX
XXXXXXXXXXXXXXIXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXIXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXIMXXXXXXXX
XXXXXXXXXXXXXXXXXXXTXMXXXXXXXX
XXXXXXXXXXXXXXXXXXXXIXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXdXXXXXX
XXXXXXXXXXXXXXXXXXXXIXXXXXXXXX
XXXXXXXXXXXXXXXXXXXIXXXdXXXXXX
XXXXXXXXXXXXXXXXRXTXXIdXXXXXXX
XXXXXXXXXXXXXXDTXDXXdXXXXXXXXX
XXXXXXXXXXXXXXXXTXdXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
I'll just say this about who owns what unit, as it should suffice: every
unit is owned by the owner of the nearest non-neutral city/base/HQ. The
five landers are optional; they serve no purpose other than decoration,
i.e., they show how the United States got there.
Missle Range
Q=C=C=%^^^#=%A%%A%=#^^^%=C=C=Q
======%^^^#=%%%%%%=#^^^%======
C=B=&=A^^##=%#%%#%=##^^A=C=B=C
======^^^##=%%%%%%=##^^^======
C=&=%%^^##%=%C%%C%=%##^^%%=C=C
====%^^^#%%========%%#^^^%====
%%A^^^^^#===^^%%^^===#^^^^^A%%
^^^^^^^B==%^^^%%^^^%==B^^^^^^^
^^^^#%#=#C%^^%%%%^^%C#=#%#^^^^
^^#%%%%=#%%%%%&&%%%%%#=%%%%#^^
^^#%%%%=#%%%%%&&%%%%%#=%%%%#^^
^^^^#%#=#C%^^%%%%^^%C#=#%#^^^^
^^^^^^^B==%^^^%%^^^%==B^^^^^^^
%%A^^^^^#===^^%%^^===#^^^^^A%%
====%^^^#%%========%%#^^^%====
C=&=%%^^##%=%C%%C%=%##^^%%=&=C
======^^^##=%%%%%%=##^^^======
C=B=&=A^^##=%#%%#%=##^^A=&=B=C
======%^^^#=%%%%%%=#^^^%======
Q=C=C=%^^^#=%A%%A%=#^^^%=C=C=Q
BY: Kyle (Author)
~Pre-Deployed Maps~
Chess Game
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~#%#%#%#%~~~~~~~~~~
~~~~~~~~~~~%#%#%#%#~~~~~~~~~~
~~~~~~~~~~~#%#%#%#%~~~~~~~~~~
~~~~~~~~~~~%#%#%#%Q~~~~~~~~~~
~~~~~~~~~~~Q%#%#%#%~~~~~~~~~~
~~~~~~~~~~~%#%#%#%#~~~~~~~~~~
~~~~~~~~~~~#%#%#%#%~~~~~~~~~~
~~~~~~~~~~~%#%#%#%#~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By: Kyle (Author)
NOTES: Okay, I'll admit, this isnt my finest map. But at least its
creative...and hey, I needed a pre-deployed map!
Prpoerties: Obviously, one HQ each, Orange Star on the left, Blue Moon on
the right.
Units: okay, im gonna do this with ASCII, I think it will be easier...
TMXXXXMT
aMXXXXMa
rMXXXXMr
DMXXXXMD
AMXXXXMA
rMXXXXMr
aMXXXXMa
TMXXXXMT
Units on the left are Orange Star, Units on the right are Blue Moon.
Omaha Beach
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^^#a#aaaM#MMa#aaQa#aM#MMaMMa^^
^^##########################^^
@@@@@@@:@@@@:@@@@@@:@@@@@@@@@@
^^###%###%#%#%%##%%#######%#^^
^^#%##%##%############%#####^^
^^#########%###%####%####%##^^
^^###%##%###%###%##%%###%#%%^^
^^########%######%#####%####^^
000000000000000000000000000000
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0d0d0d0d0d0d0d0d0d0d0d0d0d0d0d
#IMIMTTIMIMIMIMTTIMITTMIMIMTTQ
By: Kaeto san
NOTES: I noticed in your guide that you have only one pre-deployed map, I
churned out this map of Omaha Beach to give you two.
Now, The forested areas represent the large metal X's that littered
Omaha, they can be used as cover, the pipe crossing all of row three
represents the seawall that the Germans established, you will need to
get powerful troops up there and break through. While creating a
foothold on the beach, artillery units will lay down indirect fire on
your troops, so avoid their range at all costs. All troops above the
pipe are Blue Moon Nazis, and all below are Orange Star Allied
Troops,
load two units per lander and move onto the shoal.
Properties: HQs only, Blue Moon on top, Orange Star below.
Units: Note thatthe terrain underneath all of the ground units are plains
and
all the landers are on shoals.
~Submitting Your Maps~
I made this guide under the hope that once it was posted, viewers would
send me their maps which I would reveiw and if I thought their map was good,
I'd post it here. If nobody sends me their maps, this guide will be pretty
dull. So if you'd like me to post your maps, send me your map using the
symbols I've used above and be sure to include the notes, properties and units
as I've done above. Also, if your sending me your map, make sure there are no
spaces in between the columns and use a set-width font like the one used in this
guide and most notepad documents (Lucida Console). If you don't send me these
things, I wont even try your map, I'll just email you back and tell you to do
it right. Even if you do everything I ask, I still might not post your map
because I want all of the maps on this guide to be original, imaginiative,
and creative. If you send me a map that I don't feel is good enough, I'll return
your email and give you some tips on how to make it better. After that, feel
free to send it to me again. If you send me a quality map with all of the notes
and requirements and I think it's good, I'll post it here and give you full
credit. Now get to work and send me your maps!
====================================VII. FAQ==================================
Here I will answer some of the common questions I get asked and feel
free to email me your own and I might add it here.
Q: Why doesnt my river pour into the ocean like it does sometimes?
A: The three spaces in front of the mouth, to the front-left and to the
front-right must be sea. if it doesnt change try tracing the river with
the river brush.
Q: What is the difference between the tall mountains and the short ones?
A: Nothing. The appearence is the only difference. Tall mountains are
created when the space directly above a particular mountain square is a
plains square or another mountain square.
Q: How can I submit my maps?
A: Try checking out section V-e. "Submitting your maps"
Q: Why doesnt my map work?
A: Make sure all the units have corresponding HQs, and check section
III-a. "Requirements"
Q: Can I change the dimensions of my map?
A: I'm afraid not.
Q: Will the computer destroy seams?
A: Unfortunately, no.
Q: How do I erase my game and start a new one.
Q: What does that question have to do with design maps?
Q: I really want to know how to start a new game!
A: Go bother someone who makes an overall FAQ for the game!
==============================VIII. Copyright Info===========================
I do not own this game's characters, logos, scenarios, etc, nor do
I claim to. All Advance Wars/Advance Wars 2 material copyrighted by their
respective owners. The content of this guide is (c) 2003, Kyle Pointer. All
rights reserved. This guide is only to appear on the following websites:
- GameFAQs (
http://www.GameFAQs.com)
- AWBunker (
http://www.AWBunker.com)
- Any other site with my permission
===========================IX. Credits & Contact Info========================
~Credits~
Here are all the people who helped make this guide possible;
CJayC - For creating GameFAQs.com, where my guide is hosted. thanks.
Meowthnum1 - As always, for giving me advice, support and inspiration
towards writing my guides. Thank you muchly.
You, the reader - Without you, this guide would be pointless now
wouldn't it? Thank you for reading my guide.
The contributors - That would be JapaneseCowsRule, Blade Beast,
OutlawStar633, JPagano2,
RabidRabbit and Kaeto san.
Thank you for your maps.
Myself - For being such an avid writer! *huggles self*
~Contact info~
NO SPAM!!!
EMAIL:
[email protected]
AIM: ZenTheOutcast
*END OF GUIDE!*